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Posts
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Actually, I just started alts on a new server. I created a Stalker to go get the exploration badges so I can make the teleporters for my new VG. Stalker is level 2 running around trying to get the badges.
Found another power - Pocket D VIP Pass (teleport to Pocket D). Doesn't work at level 2. -
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The following 2 powers DO NOT WORK at level 1. I think you need to reach level 4 for them to become usable.
1) Ninja Run
2) Mission Transporter
I got these powers so I could use them. They are needed most at level 1-4. -
I like how in your description of the powers, you say grab Bone Smasher at level 2, yet both of your builds take Ninja Reflexes at level 2
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What is the Ninja Run power that's part of the new "Martial Arts" booster pack? Is this just another sprint power or is it something better?
Don't get me started on the "new" walk power - just what we needed, something that de-toggles us instead of letting the baddies do it for us. -
It seems my account never got any of the free costume change tokens. I have several characters that were remade after the last patch and don't have any.
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Quote:Have you considered that Sprint is unsupressable? And it adds to the run speed of Super Speed if you're not at the cap. That's why I like the Prestige Sprint Powers (I believe 12 month veteran reward). You can have one with a Run Speed, one with a Jump, one with an endurace reducer, and another with a +Stealth, with one left over (sprint +4 prestige = 5 sprint powers, 6 if you have Prestige Power Slide from the CoH Special Edition).
6. Super Speed / swift / hurdle - People give me grief because I always choose swift over hurdle. I finally decided to try out hurdle and I do like the jump speed / jump height but I am going to respec back soon. The problem is with pulling large chains of mobs. If you are super speeding by a pack and use an attack on them to draw aggro, your power suppression makes you crawl away ... this is so annoying. I want my swift back so I can move faster while aggro'ing. -
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I really like your build in general, but the specifics bother me. What is needed for the level 40 build is to pick up abilities as you really need them so you can level faster.
1) Active Defense should be taken at level 10 as soon as it becomes available, not waiting until level 26. True, you won't be able to keep it up most of the time, but it will be available for those boss fights when you really need it. Like against those Madness Mages. Nothing worse than being asleep when they self destruct. True Grit is a much better choice to wait until level 26 since it's an auto power with very low bonuses.
2) If you're taking the Speed path (for Super Speed), you really don't need Swift (from Fitness). Hurdle is a much better choice, and you can clear those low walls that are just a little too high while you have SS on.
3) Why aren't you getting Stamina at 20? You're choosing Rage. Although it's a very good power, I believe that it can wait until 22 so you can last in battle longer with Stamina and Hasten running.
4) What is really needed is a level 1 to 40 build designed for TOs/DOs/SOs to get you to a point where you can start affording those expensive IOs
5) You put a Heal into Rest? Why not a Recharge so it comes up faster? Nothing in Brawl/Sprint? Brawl should get an Accuracy, Sprint should get a Run, Jump, Endurance Reducer, or Stealth IO.
So, here's my build:
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 31 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Villain Profile:
Level 1: Punch -- Acc(A), Acc(3), RechRdx(5), EndRdx(11), RechRdx(15), EndRdx(23)
Level 1: Deflection -- EndRdx(A), EndRdx(25), DefBuff(27), ResDam(29), DefBuff(31)
Level 2: Haymaker -- Acc(A), Acc(3), RechRdx(5), EndRdx(11), RechRdx(15), EndRdx(17)
Level 4: Battle Agility -- EndRdx(A), EndRdx(25), DefBuff(27), DefBuff(29)
Level 6: Hasten -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Knockout Blow -- Acc(A), Acc(9), RechRdx(9), RechRdx(13), EndRdx(13), EndRdx(17)
Level 10: Active Defense -- RechRdx(A)
Level 12: Hurdle -- Jump(A)
Level 14: Super Speed -- Run(A)
Level 16: True Grit -- Heal(A)
Level 18: Health -- Heal(A), Heal(19), Heal(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Rage -- RechRdx(A), RechRdx(23)
Level 24: Phalanx Fighting -- DefBuff(A)
Level 26: Against All Odds -- EndRdx(A)
Level 28: Boxing -- Acc(A)
Level 30: Tough -- EndRdx(A), EndRdx(31), ResDam(31)
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Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Fury
This is a leveling guide to level 31.... Only base enhancements listed (so you can choose what you need based on your origin. I hope this helps. -
When it comes to playing brutes, I'm Meh! Maybe it's my play style, maybe it's my power choices, but I have yet to find a brute I like, and I've played a couple up to at least 35. Of all the villains, I really like my Bots/Dark MM the best so far. Solo, you're an unstoppable killing machine. Teamed up, you're nice to have around (although the bots can make life difficult on a brute with their knock-back).
Stone/Stone - Real nice defenses once you get Granite. But the -speed really sucks! And granite has a -damage mod to it also! I played a Stone/Stone tank up to around 30, it was fun but the brute needs Fury and /Stone is a great way not to build it.
Dark/Willpower - Nice on Endurance, but I can't take an alpha strike. I haven't figured out how to get Tough into my build (everything in /WP seems great, and I need attacks, although I do have Haste/SS). And now that I'm 35+, I'm starting to run into problems - An endurance sucking boss from the Carnival of Shadows had me running to rest (a blue won't help when everything detoggles), and a Fire/Fire tank boss at the end of a bank mission almost took me out (if not for the greens). I've also found that some things can de-toggle my Rise to the Challenge. I don't know what or why, but it's annoying to find it off.
I've thought about making a /SuperReflexes, but I hate status protection that isn't a toggle. Even if I put it on auto-fire, I frequently have powers ready as soon as the current power finishes so it might not get activated when I need it.
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I hope that Power Customization will include the Prestige/Veteran Powers. Like the Prestige Sprint powers, Blackwand/Nemesis Staff, etc.
Most of all, I'd like to update the Sprint Powers. The Prestige Power Slide (CoH special edition) would look even better if you didn't have that purple glow around your feet. -
1) Valkyrie Costume - I like the look of the scale armor. I just wish it didn't have the plates in front of it (especially on the gloves).
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When you're on the Server Status page, it should show you the status of the log-in server also. Right now, it says all servers are up, but I can't log in. I've tried two different computers so I know it's not the firewall.
The problem is probably due to the roll-back you're doing today (my software didn't update today - I'm sure that some did earlier but I was at work). I had to go to the forums to find out that the rollback is in progress right now. The server status says you have to do a rollback today, but doesn't mention the time. -
For those of you new to CoH/CoV, you will see that as you level you get a choice of either a new power, or adding slots to powers you have already chosen. This can also help people who have played a while review what works best for your character.
Although this post is NOT to tell you what powers to choose or when to add slots to them, this may help you make the make a choice of when to add slots into them and/or what Enhancements to add to them.
First of all let's cover starting your character. The first thing you choose is Hero or Villian. Next you select your Class (example Hero's have Tanks, Villians have Brutes - this will change in an upcoming expansion). The next thing is your Origin. This is important as it determines what you have to choose from later on. Here's a basic idea of how the five origins work:
Natural <--> Technology <--> Science <--> Mutant <--> Magic <--> Natural
It actually works better with a picture, as a circle. An easy way to remember it is like your a Mutant - were you mutated by Science or Magic? There are two that I find I really like. First is Natural since both the Blackwand and the Nemesis Staff (Veteran Reward) get a damage boost for being Natural - the Blackwand also gets a damage boost for Mutant and Magic, Nemesis Staff also gets a boost for Science and Technology. The second choice for me is being a Mutant not for any special reason other than SOs named in such a manner that with SOs it's easy to recognize the name with how it enhances a power.
To me, there are 6 different kinds of Enhancements. Most people will disagree with this, but this is MY POST - and I'm writing it on a double XP weekend!
First - Training (often refered to as TOs). They can be used by any of the 5 Origins. Since they are used by all five of the origins, they are the weakest of all the enhancements. You can purchase them as level 5, 10, 15, and 20.
Second - Dual Origin (DOs). These can only be used by 2 of the 5 Origins. By using the chart above, you can see that if your origin is Technology, you would need either Science/Technology or Natural/Technology DOs. They give twice the bonus as TOs and cost three times as much. You can purchase them as level 15, 20, 25, 30, 35, and 40.
Third - Single Origin (SOs). These can only be used by 1 of the 5 Origins. Example: If you are of Magic Origin, you can only use Magic SOs. They give twice the bonus of DOs and cost three times as much (four times the bonus as TOs, nine times the price). You can purchase them as level 25, 30, 35, 40, 45, and 50.
Fourth - Normal Invention (Often refered to as IOs, I will refer to them as NIOs). These replace your TOs, DOs, and SOs. They look like the TOs with a hexagon around them. These are crafted rather than bought. They can be gotten at level 10+, every 5 levels. These are real nice since they don't "expire" (you out-level them), although they tend to be more expensive than SOs of their own level. At level 30, a NIO is about the same as the level SO. At level 10+ you can run a mission and get a free NIO of up to level 25.
Fifth - Special Invention (Also refered to as IOs, to prevent confusion, I will refer to them as SIOs). These are real nice and give you a "set bonus" - the set bonus gives you additional abilities depending on how many of these are slotted in the SAME POWER. As far as I know, you can only have one of each of these slotted on your character. Like NIOs, they don't "expire" as you level. They are very expensive.
Sixth - Hamidon (refered to as HOs). These are similar to SIOs that they are rair (only dropped of special creatures) and may add to several abilities (like Accuracy and Damage) at the same time. Theses were all the rage before SIOs, now they're pretty much ignored since the SIOs can be so much better with their set bonuses.
All of these enhancements add to a power's ability. Example, you can get Enhancements that add to Accuracy thus making it easier to hit with a power. If you add more than 3 of the same TO, DO, SO, or NIO Enhancements, the bonus you receive for adding more will drastically be reduced. So at best, you should only get 3 of any type (example: Damage) enhancements in the same power.
Most Enhancements can be slotted 3 levels earlier than it's level. The only exception to this is a few SIOs that are level 50 and can only be slotted when your character is level 50). When the TO, SO, or DO Enhancement is higher than your character, the number is green and will add a slightly higher bonus to it's ability. When your character is the same level as the TO, SO, or DO, the number will show as white, meaning your getting the exact bonus of the enhancement. If your level slightly exceeds the level of the TO, DO, or SO, it will turn yellow showing that you're recieving slightly less bonus than it should.
When you are more than 3 levels higher than a TO, DO, or SO, the color of the number will turn red showing that you get NO BONUS from having that Enhancement. Once the enhancement number turns red, you can't place it.
You can upgrade TO, DO, and SO slotted Enhancements. There are a few rules that you need to remember when doing this:
1) The new enhancement becomes a + based on the higher level of the two enhancements. Example: You have a level 20 Damage DO slotted and a level 22 Damage DO that you want to upgrade. If successful, you will get a level 22+ DO. The + means that it is the same as a level 23 Enhancement. If, for example, you combine that level 22+ DO with a level 23 DO, you will get a level 23+ instead of a level 22++.
2) Unless the enhancements are exactly the same level, then there is a chance of failure. The higher the difference in level between the two enhancements, the greater the chance of failure.
3) The new enhancement must be usable by your character. Example, if you're level 27 and put in a level 30 SO, into a slot containing a level 25 SO. Since you can't use a level 31 enhancement (that would be 4 levels higher than your character), the level 30 SO will just replace the level 25.
4) An Enhancement can only be upgraded twice (thus being a ++). So if you use bought SOs, the best you can get is a level 50++ (the same as a level 52). However, if you find a level 51 or 52, you could upgrade one of those thus getting you the equalivilant to a level 53 SO.
5) If the slotted enhancement turned red, it can still be upgraded.
6) You can't upgrade with a RED enhancement. You can't place it, so you can't use it to try and upgrade.
7) The enhancement must be of the same type, and usable based on your origin. So you must use a Damage TO to upgrade a Damage TO, a Recharge DO to upgrade a Recharge DO (although I believe that they don't have to be exactly the same like Natural/Technology), and an Accuracy SO to upgrade your Accuracy SO.
Here is what I recommend to buy enhancements (Assuming that someone hasn't given you 1,000,000 Inf);
Levels 1-11: don't bother with Enhancements at all. you just outlevel them way too quickly. The only thing I might do is any Accuracy Enhancements I find will get slotted, all others get sold.
Levels 16, 21, 26, 31, 36, 41, and 46: I don't recommend buying enhancements now, although slotting an enhancement that you found is ok. You can only buy yellow (-1 level) enhancements, and one more level and you can buy +3s (at level 17 you can buy 20s, etc).
Levels 12-15 and 17-20: Now is the time to buy those TOs. I realize that you could buy those DOs, the DOs are just too expensive. Since you are poor, you could only buy about 1/2 the DOs you would want and the rest of your powers would go unslotted.
Level 22: Now is the time to run that mission in the University. You will get a free level 25 NIO by doing it. If you run the mission any earlier, you won't get that level 25 NIO. If you do it any later, the best you can get is a level 25 NIO. So now the time is perfect.
Levels 22-25 and 27-30: Now is the time to buy those DOs. Again, you could buy those fancy SOs, but you're still too poor to do this.
Level 27, 32, 37, 42, and 47: after you've purchased MOST of the enhancements you need, get 3-5 NIOs. I recommend getting them for the following powers first: Sprint (including Prestige Sprint powers), Brawl, and Rest. Remember - those NIOs don't expire, so you never have to replace them with SOs or higher level NIOs! Just leave them alone and put 3-5 NIOs into different power(s).
Levels 32-35, 37-40, 42-45, and 47-50: All your saving INF has gotten you to this point! Now you should be able to afford those nice shiney SOs! And by buying a few NIOs occasionally, you should be able save even more!
Level 50: Once you have all your powers slotted with SOs and NIOs, now is the time to start thinking about replacing SOs with level 50 NIOs. After that, consider replacing all the NIOs under level 50 with level 50 NIOs or SIOs.
Notes;
- Although you can buy TOs, DOs, and SOs only at the 5x levels, you can find them at any level (example: you can buy a level 10 Accuracy TO, but you could find a level 8, 9, 10, etc.). You can also find them up to level 53.
- You may want to consider looking in the consignment house for your TOs, DOs, and SOs. They can frequently be purchased for 1/2 the price you would pay at the vendor. Just check the vendor to get a general price range so you know you're not getting cheated. And those non-5x enhancements are even cheaper.
- NIO Recipes are only found at the 5x levels. You can buy them from either the IO workstation (where you make the enhancement), from other players (consignment houses), or with AE or Merit tickets.
- Although you could purchase pre-made NIOs/SIOs from the consignment house, most of the time it's cheaper to get the recipe and the material to do it yourself.
- SIO Recipes can only be found or purchased from a consignment house, or gotten as a random recipe from the AE or Merit ticket vendors. Most can be any level 10-50, but a few are level 50 only.
- Once you put an enhancement in a power, the only way to get it out is on a Respec. Since this normally doesn't happen, consider them stuck. You can replace/upgrade them, but not get them back.
- You could save all your Respecs to get 10 NIOs/SIOs out of powers you have new NIOs/SIOs to put in. This way you can sell them at the consignment house so you could afford to buy more SIOs.
- You can't upgrade NIOs or SIOs. However, since they don't expire, you could be level 50 and slot a level 10 NIO or SIO (although why is another consideration).
- If you can't use an Enhancement when you find it, sell it to the appropiate vendor. You get slightly more Infamy/Influence by selling enhancements (including TOs) to the vendors that sell them to you. Example: a Mutant/Magic DO should be sold to a Mutant or Magic vendor.
- With your free NIO from the university, I recommend getting either an Accuracy or Recharge. If you find yourself using Brawl, get the ACC for it. Otherwise, get the Recharge for Rest.
- When in Supergroup Mode above level 25, you lose INF as a compensation for the Prestige (up to a loss of 50% of your INF). Either ask your SG for INF to compensate you for this or consider exiting SG mode.
- If you get the Prestige Sprint powers (at 12 Month Veteran Reward), I use 2-3 of them. Normal Sprint gets a Run Enhancement. One gets a Endurance Reduction (when running in an instance to chase a runner while conserving Endurance), the second gets a Jump Enhancement (for those low walls that you just can't get high enough), and a third gets a +Stealth SIO (when I can afford it, it helps when running through hazardous areas). Thus you have 4 powers you use occasionally, each one with only one slot. -
Generally, nice overall. However, you don't mention which of the Patron Power Pools would fit into the synergy of this class. Also, your choice of colors for post is just plain ugly. Maybe it would look better on the old CoV forums, but not now. Add in the fact that with the board changes, that your overall build is almost unreadable now that the old list items doesn't work.
I wish under this you had posted slotting with just SOs and/or just normal IOs. That would really be the best "Cheap Guide" and help people get to 50 without those level 50 IOs you put in your list.
I also don't agree with you about needing Fly at level 14. Yes, it's nice to have your own vertical movement power, you really don't need it. SS works fine in CoV as long as you run the bank missions. The first two get you the Raptor Pack (fly) and the Zero G Pack (super jump) capabilities. With these two, just turning them on long enough to get over that wall, they last forever. Yes, if you use them to clear map zones, they don't last long. Heck, even the Jump Pack prestige power from the Good vs. Evil edition will help you there, making those two timed powers last even longer.
Anyways, now that I've put my four cents worth, here's your fixed character build;
Courtney: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Villain Profile:
Level 1: Shadow Punch (A) Dark Watcher's Despair - Recharge/Endurance: Level 50 (3) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50 (13) Accuracy IO: Level 30 (15) Accuracy IO: Level 40 (39) Damage Increase IO: Level 30 (40) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
Level 1: High Pain Tolerance (A) Healing IO: Level 50 (5) Healing IO: Level 50 (15) Healing IO: Level 50
Level 2: Smite (A) Dark Watcher's Despair - Recharge/Endurance: Level 50 (3) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50 (9) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50 (9) Crushing Impact - Accuracy/Damage: Level 50 (11) Crushing Impact - Accuracy/Damage/Endurance: Level 50 (25) Crushing Impact - Accuracy/Damage/Recharge: Level 40
Level 4: Fast Healing (A) Healing IO: Level 50 (5) Healing IO: Level 50 (7) Healing IO: Level 50
Level 6: Air Superiority (A) Accuracy IO: Level 40 (7) Accuracy IO: Level 40 (11) Endurance Reduction IO: Level 40 (17) Endurance Reduction IO: Level 40 (29) Recharge Reduction IO: Level 40 (37) Recharge Reduction IO: Level 40
Level 8: Swift (A) Run Speed IO: Level 50
Level 10: Indomitable Will (A) Endurance Reduction IO: Level 50 (46) Defense Buff IO: Level 50 (48) Defense Buff IO: Level 50 (50) Defense Buff IO: Level 50
Level 12: Siphon Life (A) Accuracy IO: Level 50 (13) Accuracy IO: Level 50 (34) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50 (34) Dark Watcher's Despair - Recharge/Endurance: Level 50 (43) Healing IO: Level 50 (48) Healing IO: Level 50
Level 14: Fly (A) Flight Speed IO: Level 50
Level 16: Rise to the Challenge (A) Numina's Convalescence - Heal/Endurance: Level 40 (17) Harmonized Healing - Heal/Endurance: Level 40 (36) Taunt Duration IO: Level 50 (39) Taunt Duration IO: Level 50 (40) Doctored Wounds - Heal/Endurance: Level 50 (40) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
Level 18: Health (A) Healing IO: Level 50 (19) Healing IO: Level 50 (19) Healing IO: Level 50
Level 20: Quick Recovery (A) Endurance Modification IO: Level 50 (21) Endurance Modification IO: Level 50 (21) Endurance Modification IO: Level 50
Level 22: Stamina (A) Endurance Modification IO: Level 50 (23) Endurance Modification IO: Level 50 (23) Endurance Modification IO: Level 50
Level 24: Mind Over Body (A) Endurance Reduction IO: Level 30 (25) Resist Damage IO: Level 30 (37) Resist Damage IO: Level 40 (37) Resist Damage IO: Level 40
Level 26: Soul Drain (A) Adjusted Targeting - To Hit Buff: Level 50 (27) Adjusted Targeting - To Hit Buff/Recharge: Level 50 (27) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50 (31) Adjusted Targeting - Endurance/Recharge: Level 50 (34) Adjusted Targeting - To Hit Buff/Endurance: Level 50 (46) Accuracy IO: Level 50
Level 28: Touch of Fear (A) Glimpse of the Abyss - Accuracy/Recharge: Level 50 (29) Glimpse of the Abyss - Endurance/Fear: Level 50 (42) Glimpse of the Abyss - Accuracy/Endurance: Level 50 (43) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50 (46) Glimpse of the Abyss - Chance of Damage(Psionic): Level 50
Level 30: Heightened Senses (A) Endurance Reduction IO: Level 40 (31) Defense Buff IO: Level 40 (31) Defense Buff IO: Level 40 (48) Defense Buff IO: Level 40
Level 32: Midnight Grasp (A) Trap of the Hunter - Accuracy/Recharge: Level 50 (33) Trap of the Hunter - Accuracy/Endurance: Level 50 (33) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 50 (33) Trap of the Hunter - Endurance/Immobilize: Level 50 (43) Damage Increase IO: Level 50 (45) Damage Increase IO: Level 50
Level 35: Boxing (A) Stupefy - Accuracy/Recharge: Level 50 (36) Stupefy - Accuracy/Endurance: Level 50 (36) Stupefy - Accuracy/Stun/Recharge: Level 50
Level 38: Strength of Will (A) Resist Damage IO: Level 40 (39) Resist Damage IO: Level 40
Level 41: Tough (A) Endurance Reduction IO: Level 50 (42) Resist Damage IO: Level 50 (42) Resist Damage IO: Level 50
Level 44: Weave (A) Endurance Reduction IO: Level 40 (45) Defense Buff IO: Level 40 (45) Defense Buff IO: Level 40
Level 47: Taunt (A) Mocking Beratement - Taunt/Recharge/Range: Level 50
Level 49: Hasten (A) Recharge Reduction IO: Level 50 (50) Recharge Reduction IO: Level 50 (50) Recharge Reduction IO: Level 50
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Level 1: Brawl (A) Accuracy IO: Level 50
Level 1: Sprint (A) Run Speed IO: Level 50
Level 2: Rest (A) Recharge Reduction IO: Level 50
Level 1: Fury -
Quote:With all the sarcasm running rampant in this post, it's going to be hard for maxtsorm to find the diamond in the rough.Well you should've noticed his sarcasm when he said Elec Armor is the I Win button for Stalkers
Obviously, if you spend enough infamy, you can slot all those purples people drool over and make almost primary/secondary a god. However, he stated that he doesn't have that kind of infamy (as most of us don't - I don't as once I reach 50, I find it boring to farm for INF so I just go to another alt). So you should state for just standard IOs (like Accuracy, Endurance Reduction, etc.).
Personally, I'm haven't played a lot of brutes. And I'm more of the concept player (like my stone/stone brute, although it really sucks without a /kin around).
Now to minimize damage coming in, I'd recommend Super Reflexes. Now you have to realize that SR is scalable, so at level 50 it's at it's best. And until you probably hit around level 40, it's not going to be as good as most other defense sets.
Now I'm not sure what set will maximize damage going out, but you might want to consider Dark Melee. Although I don't think DM will maxamize damage going out, it does have a heal, and most of the attacks have a -accuracy effect on your target that will also decrease damage coming in. This way you might be able to reach the soft cap of damage coming in without all those expensive purple IOs. -
I do seem to have noticed this more.
However, I believe that a Tank can still get them back with their taunt aura. I have noticed with the low-level Brute I've been playing lately is that if I start an attack and they turn and run, when the animation is over and they take damage, they'll turn around and fight. I guess this is how the Brute's taunt works. -
I'm just saying that Tanks (since this is their primary) get a choice for Stone Skin or Rock Armor. I have played a Stone/Stone Tank and I must admit that Rock Armor is useful at lower levels. Once you get to Granite, most people respeced out of Rock Armor (you can't use it so why bother having it?).
I'm just saying to give Brutes the same thing. Even if you swap Rock Armor with Stone Skin for Tanks, this doesn't change a thing for them. -
The first and only choice for a Brute with the secondary power set of Stone Armor is Rock Armor.
Rock Armor can't be used with Granite Armor. Why force a character to choose a power that he/she will not be able to use in the future? Just swap Rock Armor with Stone Skin (thus Stone Skin becomes the first and only choice).
This way a /Stone Armor Brute can not choose not to take (or respec out of) Rock Armor like Tanks can. -
When is the next time that the RWZ TF/SF is going to be run on Virtue? My SG needs the beacon.
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[ QUOTE ]
10) Siphon Power
[/ QUOTE ]
I think this should read Siphon Speed. -
How about adding in a level by level guide? Showing what powers to pick up when, and how/when to slot them.
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Although I find this very useful, here's some more info that may be of help:<ul type="square">[*]As mentioned in step 3, you can get lots of Crey in Brickstown. However, if you're of Tech Origin, you will also need to go to Founders' Falls and unlock the Tech Store (Mark IV) and defeat Crey there also. You won't get enough for the entire set (30) unless you have your difficulty set on the second or fourth setting, but you should get around 20. This will help in unlocking the third costume slot (fourth if you've done the Halloween event).[*]As far as the Freak Show go, Bricks is about as good as it gets unless you can get a Radio mission for them. Remember - if they self-rez, then you will get credit for a second defeat afterwards.[/list]
Otherwise, a great write-up. I still use it to find out which contacts give what type of enemies. I find this surprising since this was written for I2. -
I'd like to see a larger ramp. In my teleport room, I've lowered the floor to the minimum and then raised the floor to maximum where the teleporters sit. This allowed me to put the Tech Teleport Beacons on the wall created there. Makes it easy to see/change destinations. However, I have yet to find a way stacking something to put a second ramp so you can get up those 2 floor levels.
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One thing I've found out about bases that you don't mention:<ul type="square">[*]Control for Teleport Beacons - Although the requirement is 5 control each, you don't actually NEED them online for your 'porters to work. If you set up all your 'porters then place your beacons, if the beacons are off-line (due to lack of control) BUT your 'Porters are still on-line, the 'Porters will still get you to those off-line destinations.[/list]Right now, my Small SG has 5 rooms:
1) Entrance Room
2) Oversight Center with Combo Power/Control, Enhancement Table, and Invention Table.
3) Power Room with Generator and Inspiration Collector
4) Control Room with Salvage Racks (waiting on the Prestige to buy the Mainframe).
5) Basic Med Bay with Basic Reclamator
6) 2x2 Teleport Bay with 2 Teleporters and 4 Beacons.
As you can see, I'm generating a whopping 1125 Power but only have 75 Control. Power isn't an issue, but Control is in very short supply. With the current configuration, I should need 95 Control (Reclamator -25, 2 Teleports -50 (-25 each), and 4 Beacons -20 (5 each). However, everything still works! A quick way is to sell off all the Beacons so that way the Reclamator and the 2 Teleporters are online, then place the 4 Beacons you want. The Beacons will be offline due to lack of Control, but the Teleporters will still take you to those destinations!
I'd also like to mention that if you're going to [u]NOT[u] become a raid-capable base, then the thing to do is to put the entrance room as close to the center as possible. This way, you get access to as many rooms as quickly as possible.
Here's the layout of my base:
<font class="small">Code:[/color]<hr /><pre>PP TT MM
PP#TT#MM
# #
EE OOO
EE#OOO
# OOO
CC
CC
P = Power Room, T = Teleport Bay, M = Basic Med Bay, E = Entrance Room, O = Oversight Center, C = Control Room, and # = Doorway.</pre><hr />You'll notice that I the two rooms most accessed are the Teleport Bay and the Oversight Center. The two ways into the base (Entrance and Medical) are situated between those two!
P.S. I like the idea of the raised platform with the Beacons on them. I'll have to look into this for my base!