MajorTractor

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  1. Quote:
    Originally Posted by Mint View Post
    Is that a bug then that those two powers would cancel each other out? Those 2 powers should make you stronger than weaker you would think.
    It was sarcasm. The combo works very well together.
  2. People are having Endurance troubles on Willpower brutes with Street Justice. I can't imagine how bad it would be paired with Stone.

    I'm not a fan of /Stone. It's extra survivability isn't worth the trade offs, especially once you take into account how tough /WP or /Invuln can be after incarnate abilities. You could probably make it work, but I'd rather not try.

    It would be neat to see a Granite doing all the spining animations of StJ though.
  3. MajorTractor

    WP and SoW...?

    I have it and its a good place for a Steadfast +3% IO, but I often forget to use it. It is a nice power and functions well with little or no slots invested. It seems the only time I use it is before big AV fights like in the RSF.
  4. Quote:
    Originally Posted by Pyro_Master_NA View Post
    The issue Arcanaville stated earlier that I didn't realize in full until then, was that regen and +hp don't scale with tanker mods in the same way def/res does. Yes, tanks would get a "bigger" heal and +hp from regen, and obviously more hp/s from an even regen percentage, but it doesn't make as big of a difference (from brute to tank) as defense or resist mods do when they scale.

    A simple fix, IMO would be to give FH the regen debuff resistance that WP has, give a bit to integration, and then give quick recovery recharge debuff protection equal to that of quick/lightning reflexes. Then make reconstruction a clone of healing flames (lower recharge). None of these changes would be game breaking, but they would add up to quite a bit more survivability. As someone else pointed out, for every 2 uses of reconstruction, you could have fired off 3 HFs, so I think as the regenerating set, it should at least have an equal amount of healing from it's main "healing" (not regenerating) power.
    I read that as well and understand. None of what I said was to refute Arcana. I'm just saying based on what we have seen in the past that big changes aren't likely to happen.

    Even with a direct proliferation, even on SO's I still think it would probably be fine. Definitely not the top set, but everything new doesn't have to be.
  5. Quote:
    Originally Posted by New Dawn View Post
    Again another fully IO setted toon.

    Pointless arguing, people have their opinions and around and around in circles we will all go.

    Dark Armour is Borderline. Super Reflexes is Borderline. The game content, especially all the old npcs and where you can find them in their level ranges were never put there with Dark Armour tankers or Super Reflex Tankers in mind. Regen in my opinion is even more borderline.

    Yes we could all IO at 50, yes we could all tank some enemy group or another leveling up and actually think we've accomplished something which makes everything possible but overall on the whole the old game content is still there to level through without the new proliferated sets in mind when they were created.

    I know that some people could end up with a lvl 50 Regen Tanker tanking, well whatever but the leveling up experience wouldn't be as comfortable as it is whilst fulfilling normal expectations without some avoidance or without beyond normal expectations in terms of support. Too much reaction need apply, too much self conservation clicking as opposed to the job at hand need apply.
    Balance has to happen both while leveling and at 50. Yes, the game is balanced around SO's, but you have to be insane to think the Devs don't look at IO'd builds at all when considering it. That is just asking for problems.

    Besides, haven't you learned to use inspirations yet? One or two Lucks makes a huge difference in survivability. This wouldn't be the first defensive set that would need a little inspirational help in the leveling process. My Dark Armor Brute ate blues faster than a 5 year old kid eats candy on Halloween, even after IO's until I got Cariac Alpha slotted. I don't see how Regen would be any worse off needing to carry purples and oranges.

    I think this discussion might need to address the fact that Brutes already have Regen. This means that they way it was proliferated to Brutes has already undergone balance testing and they have decided its fine. So now all they really need to do is balance the scale up to Tanks in the same amount as the other sets that are shared with Brutes. How much better is SR on a Tank than a Brute? If I recall correctly, it is the only power set to be proliferated in this direction. SR is easier to soft cap, the scaling resists are slightly better, and it has more hit points, but is not drastically changed or drastically better
    on a Tank.

    The only real changes to armor sets happen when they get proliferated to Stalkers. Between Tanks, Brutes, and Scrappers most of your differences are added taunt auras and the AT resist, defense, and hit points scales.
  6. Here's about what I'd do. 32.5% S/L defense, 3000+ hp with really close to perma dull pain, MOG up more than every minute and a half, IH about every 3 minutes, 30% S/L resists, and 13% to every thing else. Change this from Brute to Tank scales and I'd be a really happy camper.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    SS/Reg S/L: Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Dam%(43)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Rchg(23)
    Level 6: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(9), P'Shift-EndMod/Acc(9), P'Shift-End%(19)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Dam%(39)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Rchg(15)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
    Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(23), AdjTgt-ToHit/EndRdx/Rchg(25)
    Level 20: Resilience -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(25), S'fstPrt-ResDam/Def+(29), TtmC'tng-ResDam/EndRdx(29)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Super Jump -- Zephyr-Travel(A)
    Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 28: Instant Healing -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(48), Mrcl-Heal/Rchg(50)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FrcFbk-Rechg%(34)
    Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(36)
    Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    Level 41: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(43), RechRdx-I(46)
    Level 44: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Apoc-Dmg/Rchg(45), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46)
    Level 47: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A)
    Level 49: Burnout -- RechRdx-I(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Core Paragon
    ------------
    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 -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(7), P'Shift-End%(7)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  7. You guys keep arguing about Regen tanking on SO's at level 20 something. I'll take a direct port from what they gave to Brutes with Tanker modifiers, throw a ton of IO's at it and be ridiculously awesome at level 50. I have a Brute build with 200+ hp/s with IH running and perma dull pain. That becomes about 240ish on a Tank, right? All that with slightly better resists and defense.

    It probably won't be 100% as good in some situations, but don't let balance get in the way of the fun!
  8. MajorTractor

    SS/INV Build

    Quote:
    Originally Posted by joebartender View Post
    This is so true. I haven't wasted a pick on a travel power since Ninja Run came out. I have friends that insist on having SS and SJ in every build and I can't even help them play with Mids any longer as I can't wrap my mind around a build with that kind of waste in it.
    LOL. I can't wrap my mind around constantly playing characters that move around that abysmally slow. All my builds have capped run speed SS and SJ. SS always stays on too, even in combat. The only one I have that doesn't have a travel is my SS/Fire/Mu that lives in AE. Still, I dread running to the BM with only Sprint and Ninja Run.

    Yeah, I could probably gain a set bonus or two here and there or maybe grab Darkest Night, but having the travel powers fits my playstyle much better. Almost every TF I run with my group of friends is a speed run attempting to break our previous fastest time. You want to have that extra movement speed in that situation.
  9. Quote:
    Originally Posted by Mint View Post
    From what im reading on here people are saying that KM is better on scrappers than brutes, why is that?

    I was thinking about pairing up KM/Shield on a brute cause I was wanting to try out power siphon, against all odds, and with your fury bar high I thought those 3 working together should give some good dmg output, am I wrong?

    Side note, I was playing and electrical brute and his dmg aura would go from +2 on each hit to around +7 once my fury bar got real high, can a scrapper get that +7 on a dmg aura?
    I think it has to do with the way on scrappers a critical on the T9 attack instantly recharges your power siphon.

    I've only played it on a Brute that got deleted at about lvl 40 because the powerset felt underwhelming to me.
  10. Quote:
    Originally Posted by Silas View Post
    Yes, please.

    God bless /cleartray after a respec.
    OMG! Does that do what I hope it does?
  11. MajorTractor

    Ice Brutes

    Back before the changes to fury, Ice armor made getting high levels of fury difficult.

    This is no longer true beause you can now build and maintain high fury without being attacked. Most likely, Ice for Brutes is qued for power set proliferation sometime in the future.
  12. MajorTractor

    Brute as a Tank?

    My first guess is no, but right when it got proliferated, I made a SS/Reg brute myself just to try it out. Its lvl 47 or 48 right now with almost his full 50 set build and so far it feels surprisingly tough.

    If you use your inspirations and MoG wisely, I don't see why it couldn't, especially if you have skilled teammates backing you up.
  13. Quote:
    Originally Posted by ClawsandEffect View Post
    For the record, this combo is REALLY hard on the end bar at low levels. When you get your mez protection/recharge boost power, you'll find that you are now attacking so quickly that your recovery can't keep up with the end drain. That will probably get better once you get better slotting, but from what I've seen, the teen levels are about to suck for me.
    This is very true. Your Blue bar will scream until you get the PBAoE end drain/+def power (can't remember the name at the moment,) but after you have it you'll never have another problem.
  14. I usually go for 12. Its usually not that hard to achieve. The few things that can still knock you back at that point are nearly impossible to protect against anyways.
  15. Quote:
    Originally Posted by KillerShrike View Post
    If I wanted to "tank" with a brute, I wouldn't do it with /WP. Even /WP TANKS are relatively squishy, due to WP's lessened ability to absorb an alpha strike / big burst damage. You'd do ok on normal content, but have issues with high end tanker tasks.
    This is really only true before IO's come into play. Once you build any respectable amount of defense into WP burst damage becomes a non issue. A well build Willpower brute can ignore nearly anything except large amounts of -def because of its pitiful amount of DDR.

    Seriously, you talk about WP struggling with Alpha strikes and then go on to say Regen is pretty decent and fail to mention how much worse it struggles with burst damage.

    The truth is, with proper investment, any secondary can be made to do what the OP wants to do (especially if you use inspirations wisely.) WP and Invuln are prime candidates. Dark can become an unstoppable monster if done correctly.

    STJ/WP will be a great combo and should be able to do exactly what the OP wants. Street Justice pairs well with Willpower because neither set benefits greatly from +rech and WP has quick recovery to help deal with STJ's thirstiness. So build up your S/L defense, then +hitpoints, and definately get your accolades.
  16. PL'd my scrapper 1 to 39 last night. Should be able to finish him off tonight or tomorrow. So definately count me in.

    Now I just have to scrounge up the money to set him out. I'm pretty broke because I just made a SS/REG brute, a STJ/EnA brute, and a DP/Time corr. Hmmm... I guess one of my dusty older 50's is getting stripped out.
  17. Something we have done in the past is put a high damage brute(like a PVE spec SS/Fire) or scrapper in the mouth of the hallway to kill the ambushes. Then pull Reichs to one of the back corners with the rest of the team.
  18. Quote:
    Originally Posted by Neogumbercules View Post
    Back to the TV farm I suppose.
    I think it isn't going to matter too much. If your running for tickets you'll cap before the nerf hits too hard. If your PLing just switch to one of the large potrol maps.
  19. I'll might show up. It depends if I can roll up a good charcter for it in time.
  20. I don't think you can make chronoshift perma.
  21. Quote:
    Originally Posted by Death_Adder View Post
    Combat readiness>Curshing Uppercut>Burnout>Combat Readiness>Crushing Uppercut is one hell of a lot of burst damage. I don't know if it's worth it, but that should make anything short of an av dead.
    This^^^ wouldn't really be enough to justify it to me.

    Maybe something in your secondary like back to back Instant Healing or some other "God mode" power would work well.

    But if you have the room in your build, there are worse power picks you could make.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    Lemme guess, you stood there with your heal on autofire and let Blazing Aura kill them?

    That's........incredibly lazy. And probably counts as an exploit.
    Lazy is just a derogatory term for efficient.
  23. Quote:
    Originally Posted by Keplar View Post
    That is an awesome thread. I think I'll go with Spines/Elec though, running with the idea of two dmg auras full of procs.

    My Elec/SD guy is awesome for farming, don't get me wrong. ~20 second recharges on LR and SC yields much death...but it was expensive getting there. My brother has a Claws/WP guy who I've power level'd alts with by sitting him in a mission with Spin on auto -- then watched Netflix on my other screen. Every so often I'd have to refresh Hasten or use a Judgement, but it was very non-intrusive.

    Spending a couple hundred million on a guy to get capped and farm AE won't be too bad, and I'll generate the money right back in no time.

    Thanks for the heads up with that post!
    Low level farming doesn't work as well (it still works well) on scrappers as brutes because of the lower damage cap. Also, you character only gets to keep powers up to level 6, I believe. You don't get to have both damage auras. Quills isn't available at such a low level.

    I have a Spines/Elec scrapper in his upper 20's. He has been shelved because the lack of a taunt aura is terribly frustrating. Mobs seem to almost flee on sight.
  24. Also, if you do take it, Unstoppable works fine with only the base slot.
  25. Quote:
    Originally Posted by Paragons_Light View Post
    and the Gladiator's Armor set in Unstoppable
    /em Facepalm