Kioshi

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  1. Kioshi

    Energy Aura

    Quote:
    Originally Posted by Hai Jinx View Post
    Seems like the defense numbers could be high enough you could skip the stealth cloak if you really wanted.
    Yes, especially since Energy Drain will give you defense now instead of heal.

    I did a s/l/e/n/f/c capped at 25 brute build without even using Kinect Combats. It uses the cloak but you can surely cap at higher levels without it.

    On another note, with the changes it might give /SR a run for its money. Taunt aura, heal, end management, rech bonus (maybe as high as sr with 10 mobs around you? I don't think it will be less than 2% per mob) and when I made builds ignoring f/c defense I could get 60% s/l/e and 45% neg easily, that would allow you to shrug off some defense debuffs since /EA only has 51% DDR

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  2. 1) Stalkers have the same hit points as Blasters and the same cap. Blasters can get to the HP cap through Hoarfrost which is in an epic powerset, but Stalkers have several tools to raise their HP. /WP can cap themselves enhancing HPT and getting ONE accolade, and using Dull Pain and the upcoming Hoarfrost as a 'big heal with a real long cooldown' is not ideal - that's not a balance issue like 'give us 1.25 damage modifier like scrappers', that's downright broken in my view. Khelds have lower base HP but a much higher HP cap because of Dwarf form, Dwarf puts them at 1875 hp (not counting accos or IOs) so it's fair they get a higher HP cap than blasters despite having lower base hp. Stalkers should too. After all, Dull Pain/Hoarfost unenhanced for heal and no accos already puts us at 1685, enhanced it goes to 1918, so a 2409 hp cap like Khelds, SoAs (Crabs have Dull pain) and scrappers wouldn't be balancing, it would be a fix, plain and simple, also allowing us to use the very useful +HP from EA's Overload. I feel it's the bare minimum to ask to the devs, but they do nothing about that.

    2) The balance among the AT is all over the place. Toal Focus crits for 253 with a 20 sec recharge time and 18.5 end cost - that's less than M. Grasp (307) and Eagle's Claws (324), both having less recharge and less endurance cost, let's not forget EC has a 100% mag 3 stun like TF. It's just a bit more than Eviscerate which has very low rech/end costs, you get earlier and crits for 248, some tier 7/8 attacks like Disembowel, Crane Kick and Cobra Strike (75% stun) crits for 220, and of course having lower end/rech - CAK is a tier 3 you get at level TWO and crits for 234. So I'd say give TF back the mag 4 stun (I don't see the problem in that, I'm nullifying bosses with my Brute all the time with a very high damaging mag 4 hold - Seismic Smash which I got at level 18 and has half the cast time of TF - hell SS animates so fast, only Char and Dominate are faster holds, and they're mag 3, besides belonging to control sets) or allowing it to crit properly (double damage). Besides, it's not rare I one-shot a red lieut with Seismic Smash because of Fury (easy to maintain at 70% after the Fury changes), and if I don't I can take half the health of a pink boss and HOLD him. In 1.5 seconds.

    3) AoE - while I don't think we need whirling swords (would be nice but hard to fit) or EM needs Whirling Hands because it has 2 BIG heavy hitters, some primaries are lackluster without some kind of AoE - Martial Arts, after the Cobra Strike changes, has too many ST attacks, you could replace one with Dragon's Tail.

    AoE is also unbalanced among Stalkers because of Burst's 100% chance to crit even after the devs looked at KM again, while those lackluster AoEs (you know, like headsplitter, which you don't really try to get more than 1 or 2 mobs all the time, or cones like shadow maul or jacob's ladder which you usually have to reposition if you want to get 3+ mobs) have only a 50% chance. I think all of the Stalker AoEs should have the 100% chance, maybe with the exception of Spine Burst because of its large radius, but now it only has a 30% chance to crit from Hide - it should be 50-60%. Maybe more, since it has the same target cap as KM's Burst and does less damage. I also think Eviscerate should have its recharge and end raised a bit and go back to being a moderate AoE cone but with 100% chance to crit, since even with SOs it's easy to bring Evis' recharge to 5 secs as it is now. Since EM has two big hitters I don't think it really needs Whirling Hands if EM is buffed a little, but it could replace Stun (also WH does less damage than KM's Burst looking at Brute numbers, so it wouldn't make the set 'uber' by adding it even if they buffed EM again).

    EDIT:

    4) Hide: Yeah it's our inherent but we have to sacrifice a power for it, so I think it should be like most other stealth powers (Cloak of Darkness and Energy Cloak gives 3.75% base def, Hide gives 1.88% - capping an /EA Brute is easier than a Stalker because of that). Notice that Arachnos Soldier's Cloak suppress like Hide, unlike the powers I mentioned before, BUT the Arachnos Cloak is 3.75% suppressed like these powers. I think Hide should be the same.

    There are other things that have been discussed I'd like too, like upping damage modifier to match scrappers and stuff, but I'm trying to focus solely on the balance among Stalker powersets. Because deep down I don't think that those changes would make us on par with Scrappers, but would make Stalkers more enjoyable to play.

    I also don't think we should get Quills or other damage auras, I don't want Stalkers turned into 'Scrappers with Hide', I feel we should be a more 'bursty' AT (100% BU for example), leave the DPS and pylon soloing to scrappers.

    I hate to get into the 'devs hate villains' argument, but compare the buffs to EA they've done before and how much they are making the set better now that scrappers are getting it. Same goes when they got Electric Armor, my sm/elec Brute is much better now... because Tankers and Scrappers got it. But not even changing the HP cap (again, I consider it a fix, not a buff) makes me think they 'hate' Stalkers more .
  3. Quote:
    Originally Posted by bAss_ackwards View Post
    That's not terribly balanced, now is it? One Stalker Secondary is allowed to massively boost Assasination damage without any outside buffs? And what about the damage from Burn and Rise of the Phoenix? No Stalker Secondary with a Damage component has anything beyond Trivial Damage.
    Well I see no problem in that. It's the same as scrappers if you remove the damage aura (and Stalkers never get damage auras as you know). Without the dam auras, /DA, /Elec, /Sr, /Regen, /Invul and /Will are doing nothing for your damage (except the recharge buff given by Elec and SR which Stalkers also get). What you say is the sama as saying /Sr and /Shields are unbalanced between scrappers because /SD gets a mini nuke and both can softcap and get capped DDR, the difference being SD needs to spend a lot more to get it.

    Also even if you count the damage auras, /FA on scrappers also get RoTp, Burn and FE, three extra sources of damage. Why would it be broken on Stalkers that even with maxed out teammates to help with crits end up doing less damage than scrappers on a team anyway (especially aoe even if you don't count damage auras) - but from a post I saw long ago that counted only ST attacks, with saturated teammates/crit chances, scrappers still come out ahead due to their higher damage modifier.
  4. Quote:
    Originally Posted by JengaBlocks View Post
    Unless line of sight is broken before the tohitroll because it uses bad snipe mechanics.
    Good to know, since my Stalkers are always in the thick of things I never noticed that. Maybe happened to me, but well since it's a melee AT it'd have to happen a lot for me to notice.

    That got me interested tho. I used my ice/psi dom countless times to pull the AVs in LRSF, I managed to do single pulls most of the time with the occasional double using my snipe. I used superspeed+stealth IO, initiated the snipe, and since the psi snipe has a long travel time before hitting unlike others, when it hit some AV I was already behind the wall and safe with my team. Isn't that breaking line of sight? Shouldn't the snipe miss all the time then? I know it didn't. Or maybe Psi Lance is different than Blazing Bolt that does the damage the instant the animation finishes and Psi Lance does the second to-hit check when you release it, which is a good time before it gets to the target?
  5. Kioshi

    X/Ice armor

    They should increase the damn Stalker HP. That'd help the new /Ices, the Regens and WPs.

    Me, with the /EA revamp I don't feel like playing another typed defense set, I'd love Fire/Fire for Stalkers.
  6. Quote:
    Originally Posted by Deus_Otiosus View Post
    Because there would be no reason to ever play a Brute once that happens.


    I kid, I kid...maybe.
    Meh critters will still run all over the place with a SS/FA scrapper so I don't see them replacing SS/FA Brutes. Now a SS/SD scrapper would be beastly.
  7. Nice EJI, your math is good enough for me (also it made me realize my proposed build sucks for leveling because I skipped Fire Sword.

    But the 30ish dps difference to a regular scrapper (like Ma/Will or something) should be less noticeable when Fire/Fire shines (Blazing Aura, Burn, Cobustion, FSC) - by the way, maybe Burn is a good ST attack? I never had the new version. And perhaps adding Gloom to the mix might make the ST DPS better on a hogh recharge build.
  8. Quote:
    Originally Posted by Rejolt View Post
    Arrgh, if Rage was turned into build up, it would have to be a pretty epic build up. The main reason to get Super Strength is Foot Stomp, the awesome look of KO Blow, knockdowns and Rage. You may as well roll a Martial Arts toon without Rage.
    Scrappers will keep rage, but I'm betting that if the set also goes to Stalkers they'll get BU and nobody will care because only me and like, 5 other forumites will be complaining
  9. Quote:
    Originally Posted by EvilGeko View Post
    My DM/EA Brute is already soft-capped to Sm, Le, En and has nearly 40% to Fire and Cold. This settles it, I'm turning her into my main tanking character.

    STRONG AND PRETTY FOREVER!!
    Sorry she may be pretty but not STRONG with pathetic little dark punches instead of a WAR MACE. That said Dm/EA compliments each other very well even before the new buffs, I have a Stalker with this combo.

    Quote:
    Originally Posted by Iggy_Kamakaze View Post
    I said it before.... and I'll say it again.....
    Only thing missing on EA is a taunt aura...


    all the good stuff that comes with are all welcome of course....
    A non-pathetic heal was missing too imo. I was planning on getting aid self for my 16 wm/ae Brute Pretty Strong.

    But now he'll have both the taunt aura and a decent heal (if I make good use of it on a partly IO'ed 38 sm/elec brute with no defenses, despite being skeptical of it because of its long recharge time, I guess Energize will be great on a defensive toon)
  10. Quote:
    Originally Posted by Telperion View Post
    It looks like Strong & Pretty is about to become Stronger & Prettier: From the Intrepid Informer:

    Energy Aura Revamp

    The most exciting part of any powers work for me personally is making improvements to existing power sets. So, porting over Energy Aura to Scrappers gave us a really good opportunity to make some changes to the set. The changes we chose to make were intended to make thematic sense and build upon strengths instead of filling intended weak spots. I won’t list the lengthy patch notes here, but I will sum them up for you:

    Resistance on the set’s auto powers were slightly increased and now include endurance drain protection and slow resistance.
    Entropy Shield is now Entropic Aura for Scrappers and Brutes. This power is a taunt aura that grants the user a scaling recharge buff based on the number of foes surrounding the user. The Stalker version of the set doesn’t have a taunt aura, but it offers a small Recharge bonus.
    Repulse for Stalkers has been replaced by Disrupt, a stun aura.
    Energy Drain no longer has a healing component, instead it offers a small defense boost per target hit.
    Conserve Energy was replaced by Energize, a self Heal that offers a moderate regeneration and endurance cost reduction boost for a short while. This power works identically to the Electric Armor version.
    Damn will have to replan the build for Pretty Strong. But this way he'll be soloing pylons by level 30. But I don't want no stinkin' strong and pretty scrappers (they'll get mace too)!
  11. Quote:
    Originally Posted by SuperJe View Post
    Ive yet to see a tank do what kinda damage ya can deal on a scapper, but to me there is a lot more to playing than just DPS. Now take that with a grain of salt, as i havent been back to long, and in dont team with some crazzy IO build that often, so there might be slight expections to this rule.

    as for someones ideal optimized team and you not belonging, dont even bother with that sorta thinking. for me anyone thats going for some optimized team is just not worth my time even if i fit exactly. they are typically unreasonable in their expectations, or just want you to play exactly how they want. Like when teams send tells asking for a kin, cause all they want is SB. For me that means avoid that team like the plauge, even though i could simply log an alt.


    I just like to play on teams for fun, and the crazzier the team the better. so its not opitimal, ahh well, typically it means more fun !
    I'm like that too SuperJe. Well I'm used to playing squishies so I have high-end mind/emp, fire/kin and ice/psi toons - even the mind emp can put out kinda impressive damage with procs and her ST attack chain of dom-mez-levitate plus psy tornado-terrify (leveraged by containment). Well the ice/psi (previous to dom changes is permadom and spammed psw and with DP she could stand in the middle of romans doing that.. The Fire/kin/earth I made for farming (and never farmed with him, I played him from 1 to 50 and got burned out because my brazilian coalition at the time kept calling him to MO TFs) also did insane amounts of damage of course, even ST (S. Smash)

    I like to team too, and I haven't been back for long, like 1 week only, so I've been playing lowbies on Prateoria mostly. The only 'high' level toon I respecced for inherent fitness is a 38 Stone/Elec Brute. She is somewhat IO'ed (like 2 sets of crushing impacts, 1 of doctored, nothing too fancy), she has no defenses but she rarely dies because of fault and tremor. I'm not expecting my Fire/Fire tanker to outdo her (she one shots orange minions with any mallet and red lieuts with seismic smash, I love the fury changes that let you keep your fury longer) but I want to see how much damage (AoE especially) this F/F tanker can dish out. I made one of the 'outlier' tanks (the others being SS/FA, SS/SD) in damage because tbh I don't like Tanker damage. I'm still not used to seeing heroes villainside so I was playing my Brute, a kinetic melee toon joins the team and I'm like 'wth? why does he do so little damage?' and only 10 minutes later I realizes he was a Tanker. So I asked the question thinking about teaming, I know some other toons are much better for soloing pylons and stuff than a fire/fire. But I hope my f/f tanker can live up to my expectations of doing good ST and AoE damage on teams and solo at x6, x8, whatever I can handle, he's 20 now but I self-PL'ed him to 15 in ambush farms and didn't actually play with him a lot nor have I slotted him (think I'll PL to 22 to get SOs or frankenslot).

    But yeah I already see a big difference. My unslotted level 10 claws/da brute can one-shot white minions with Swipe, maybe my tanker will do that with GFS
  12. Quote:
    Originally Posted by Shred_Monkey View Post
    IMHO stalkers are less mobile then the other sets.. they gotta stand still for assassin's strike. Heck, sometimes you fail AS because the target walks away to fast.

    I see stalkers in general being a fun and unique concept that just never did play out right.
    Well if you initiate AS like any other attack it doesn't matter if your target is 10 feet away when it completes, the AS hits. Only difference is that you got to stop for half a sec (or less) before clicking AS. Never bothered me. And I use AS in the middle of fights all the time even on my Elec/Regen with purple insps, but well I use purples on my brutes, my blasters when solo or aggroing a lot of mobs, more than I use them on my Stalkers no matter the secondary.

    That said, despite liking Stalkers I totally agree with you on the second paragraph.
  13. I'm sleepy but since you have few acc bonuses you really need acc and recharge on Blinding Feint to make the other attacks hit and it gives a nice damage bonus to your aura which is one of the largest sources of damage.

    I retooled your AoEs to recharge faster too, but I got rid of power surge and moved the perception IO to 49, which you may not like. I think I put an extra lotg rech too (I'm really sleepy)

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

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Dual Blades
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11)
    Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 6: Typhoon's Edge -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(17), Erad-Dmg/Rchg(19), C'ngBlow-Acc/Dmg(19), C'ngBlow-Dmg/EndRdx(21), C'ngBlow-Acc/Rchg(21)
    Level 8: Jump Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25)
    Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 12: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), Mocking-Acc/Rchg(50)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33)
    Level 20: Lightning Reflexes -- Run-I(A)
    Level 22: Lightning Field -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-Dmg/Rchg(34), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg/EndRdx(36)
    Level 24: Kick -- Empty(A)
    Level 26: Sweeping Strike -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Dmg/Rchg(36), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/EndRdx(37)
    Level 28: Energize -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(39), Dct'dW-EndRdx/Rchg(39)
    Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(40), HO:Ribo(40)
    Level 32: One Thousand Cuts -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-Dmg/Rchg(42), C'ngBlow-Acc/Dmg(42), C'ngBlow-Dmg/EndRdx(42), C'ngBlow-Acc/Rchg(43)
    Level 35: Power Sink -- Zinger-Taunt/Rchg(A), Zinger-Taunt/Rchg/Rng(43), Zinger-Acc/Rchg(43), Zinger-Dam%(45), Zinger-Taunt(45), Zinger-Taunt/Rng(45)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def(46)
    Level 41: Maneuvers -- HO:Enzym(A), LkGmblr-Rchg+(46)
    Level 44: Gloom -- Thundr-Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(48), Thundr-Acc/Dmg(48)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(50)
    ------------
    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 -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(13), P'Shift-End%(13)
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 30.5% Defense(Smashing)
    • 30.5% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 24.3% Defense(Energy)
    • 24.3% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.8% Defense(Melee)
    • 13.6% Defense(Ranged)
    • 3% Defense(AoE)
    • 7.2% Max End
    • 4% Enhancement(Heal)
    • 7% Enhancement(Accuracy)
    • 32.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 157.4 HP (10.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 17.1%
    • MezResist(Terrorized) 4.95%
    • 20% Perception
    • 7.5% (0.13 End/sec) Recovery
    • 30% (1.87 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 5% RunSpeed




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  14. Thanks Strato. I'm not used to playing blasters so it's kinda hard for me deciding on so many attacks, looking at the animations I want them all, including Suppressive, but I'll skip it. And Piercing looks too cool not to take, I use lethal a lot anyway, I'll figure out a bind if I keep it later.

    Since I'm seeing I'm in melee or close to it half the time, I'll get Executioner Shot. I don't have Fire Sword, I know it's a great attack, but if I get it I think I'll have too many and it will be hard to fit and slot aid self, which I simply must have. I also have a good tolerance for redraw, no problem here using ring of fire (I'm using it a lot at 14) then shooting stuff. I'm mostly soloing (or leading small teams) her because Praetoria is new to me and I want to read the story which is a first for me (and I have 27 months of play so it's really the first time I like the storyline, I even made other alts for the loyalist paths and I'll make a Stalker or a Dom for the other Resistance storyline), in a night's teaming with my Brute I reached level 16 so I'm almost out of there, I don't want this to happen to my blaster.

    I'm faceplanting quite a bit tho because I decided to up to 0/x3 when I Do'ed her, but at least she feels damaging now.

    And I got my first kick from a team in 27 months of playtime went on a mission that had a tanker who HAD to grab all the aggro before everyone, so he yelled at me and the dom who were aggroing everything (nobody was dying) - you know the type, the Tanker (nothing against the AT) who wants to play a regular mission like it was a MoSTF. When I DO'ed her and got FSC I just HAD to pop 4 purples and use it in the middle of a 15ish men mob, so I ran past him and did it... He got kinda mad and I got booted

    Anyway since even on DOs Pistols and Dual Wield are recharging quite fast I guess on SOs (well I tend to frankenslot at 22) she'll have a good attack chain with Pistols-Dual-ES-Pistols or something like that. I'd pick Fire Sword if I didn't want almost all of my primary.
  15. Hey I think this would be softcapped to s/l/e/n/f/c at level 25 since you get to keep powers 5 levels after... Am I right? (and no stinkin' kinect 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)
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 9.25% Defense(Smashing)
    • 9.25% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 13% Defense(Energy)
    • 13% Defense(Negative)
    • 3% Defense(Psionic)
    • 8% Defense(Melee)
    • 9.88% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 3.6% Max End
    • 5% FlySpeed
    • 61.8 HP (4.13%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 5.5%
    • 2.5% (0.04 End/sec) Recovery
    • 8% (0.5 HP/sec) Regeneration
    • 5% RunSpeed




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  16. So I guess nobody likes the costume parts on the Mutant Pack? I'm close to buying it for the powers but not sure I want to wait until Freedom releases to get my Magic costume parts, as much as I don't think I need Fortune because lots of times I have people casting it on me when I already have one, and I know they don't stack.
  17. I actually thought more about the SS part - SS attack chain is slow until you get Gloom (or IO the build), Dark Regen is up enough that I don't find it troublesome to go without Hasten. The main reason I took Hasten on my Dm/Da scrapper was for Soul Drain.
  18. Pretty Strong is level 14 now. It feels weird not being able to hold aggro so I took Taunt ASAP. I saved a lot of squishies' bacons because other Brutes at this level don't usually have taunt and don't go chasing enemies to get caught in their taunt aura.

    I never faceplanted so much as a Brute, not even my lowbies claws/DA and DM/DA but I'm having fun and Mace is awesome, it hits really hard. But I guess he will become strong with time, not just another pretty face also I had to fill up with DOs ASAP because Mace is bad for your blue bar, almost as bad as Stone Melee.

    With my planned build that caps even neg energy defenses he may become very good, but... I'm thinking about fitting Aid Self (because the heal in the end drain power sucks) and that would require some serious retooling.
  19. Quote:
    Originally Posted by StratoNexus View Post
    One thing that really helps with Ice Blast and slows is that the Ice Blast animations are very fast. Hit and move, hit and move is very easy with Ice Blast and a slowed enemy.

    Dual Pistols animations are... longer. I tried out Cryo rounds extensively while Pistols was in beta. With Ice blast, I could slow a roman so that he never caught up to me while I attacked steadily. With Pistols, it was impossible. Even a goodly slowed Roman would catch me by the time ES or PR animated. Chaining Pistols and Dual Wield is not great damage, and has barely any slow effect, so that is not a viable alternative.

    I am gonna stick with, kill it with fire (standard rounds can be OK while leveling, the KB is decent enough to be useful).

    In the end, Cryo and Chem rounds are less functional than they should be.
    Good point, mine's still a lowbie but even when I slow entire groups with the cone and the TAoE I don't see much effect. That's why I'd like the KB chance to be increased, adds a lot to my survival solo. Chem is pathetic.

    What attack chain would you use while leveling Strato, since you played the set extensively? I don't know if Piercing could be my big hitter because of its long recharge. I live in melee (DP/Fire) so maybe the short range of ES wouldn't matter much but it would mean an extra power pick.

    And thanks for all the feedback people
  20. Well the Repeat Offenders doc about Paragon Points on our Fbook group said that we'd receive Paragon Points in July 1st. Any of you got them yet? If I got 400 I'd be able to get the costume parts for the Magic Booster which I love, and maybe get the Mutant one (not keen on the costumes but liked the secondary mutation power). Gave up on the wedding pack seeing the costume pieces, seems I would only use it to make slutty female toons lol.
  21. Yeah you're right Miladys. I never noticed a major difference with my slows even though CoD says they're almost on par with Ice Blast (but I never played Ice Blast to high levels).

    Using standard definitely improved my survivability solo (I play 0/x2, just hit level 12, and yeah I faceplant a lot because I refuse to lower the diff level and I'm not used to blasters), so much I wish it was a higher kb chance (like 50% instead of 25%) since on teams I was using fire ammo anyway in case KB is detrimental to the team and when I don't need protection.

    Now as I start to plan my build, I'm wondering about Piercing Rounds and Suppressive Fire. Piercing can hit two if they're behind each other, seems cool, I'm on the fence about Suppressive, I'm skipping Executioner's Shot, does a little more damage than Piercing, has shorter range but can't hit two-three people and has a long cast time (Piercing does too I know). I'm DP/Fire so Suppressive won't have any synergy with my secondary and it has double the recharge of Freeze Ray and Tesla Cage which sucks (and I'm a long way from epics to make Char+Suppressive work together, hell even Char recharges faster than Suppressive).

    Piercing would be my big hitter in this case but it also has a long recharge.... Well maybe I'll get Exec and respec later. Not sure on the attack chain yet, would be a no brainer if Piercing had a 12 second recharge (and wow it also costs the same end as Bullet Rain).
  22. Very nice, just got it
  23. Yes it does:

    • DEF(All Types, Melee, Ranged, AOE) +1.75% for 0.75s
      Effect does not stack from same caster
      Suppressed when Attacked, for 10 seconds (Always)
      Suppressed when MissionObjectClick, for 10 seconds (Always)
    • DEF(All Types, Melee, Ranged, AOE) +1.75% for 0.75s
      Effect does not stack from same caster
    Quote:
    ALL Stealth like powers loose half to suppression. I believe VEATS have the highest number though suppressed which is 5% fully slotted.

    This is why A huntsman is popular because they can cap themselves and others to boot.
    Incorrect, the cloaks from Energy Aura and Dark Armor do not suppress, neither do Shadow Fall or Steamy Mist. Couldn't find the Arachnos cloak in City of Data tho.

    Cloak of Darkness (same base numbers as Cloaking Device unsuppressed):
    • DEF(All Types, Melee, Ranged, AOE) +3.75% for 0.75s If NOT on a PvP map
      Effect does not stack from same caster
    • DEF(All Types, Melee, Ranged, AOE) +3.75% for 0.75s If on a PvP map
      Effect does not stack from same caster
    Steamy Mist (Defender numbers):
    • DEF(All Types, Melee, Ranged, AOE) +5% for 0.75s [Non-resistable]
      Effect does not stack from same caster
    Shadow Cloak (Warshades)
    • DEF(Ranged, AOE, Melee) +3.75% for 0.75s
      Effect does not stack from same caster
    Also the cloaks from WSs and Dark armor provides immob resist and +perception. Blaster Cloaking Device should not suppress, and it does not grant these bonuses (or other things like res to certain damages like Steamy Mist / Shadow Fall). Widow's mask presence suppresses but it has higher numbers, works like Hide (with better numbers in defense and a little less stealth when unsuppressed):

    • DEF(Smashing, Lethal, Fire, Cold) +2.5% for 0.75s
      Effect does not stack from same caster
    • DEF(Energy, Negative, Melee, Ranged, AOE) +2.5% for 0.75s If NOT on a PvP map
      Effect does not stack from same caster
    • DEF(Smashing, Melee, Ranged, AOE) +5% for 0.75s If NOT on a PvP map
      Effect does not stack from same caster
      Suppressed when Attacked, for 10 seconds (Always)
      Suppressed when Damaged, for 10 seconds (Always)
      Suppressed when MissionObjectClick, for 10 seconds (Always)
    EDIT: found the numbers for Soldiers, they're even better than Widows, suppressed they're like Cloaking Device unsuppressed:
    • DEF(Smashing, Melee, Ranged, AOE) +3.75% for 0.75s If NOT on a PvP map
      Effect does not stack from same caster
    • DEF(Smashing, Melee, Ranged, AOE) +3.75% for 0.75s If NOT on a PvP map
      Effect does not stack from same caster
      Suppressed when Attacked, for 10 seconds (Always)
      Suppressed when Damaged, for 10 seconds (Always)
      Suppressed when MissionObjectClick, for 10 seconds (Always)
  24. Quote:
    Originally Posted by JawDropper_EU View Post
    I left the game for nigh on 3 years. I return, check some AT subforums and lo and behold this thread is still going?!

    Just how strong and pretty is mace / energy aura???

    (Answer: so strong, so pretty)
    Fix'd