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Posts
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Joined
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Quote:Any update on Seeker & Devastation proc? And how are you slotting that same proc in Acid Mortar (on an MM).. I thought only the Corr/Def versions of traps Acid Mortar takes that set (unless Paragon Wiki/MIDS is wrong)? We as MMs get Targ AoE set instead.I'm reasonably sure my Devastation in Seeker isn't working. Which is a bit of a pain. It does work in Acid and the Lockdown works in PGT.
With regards to Trip Mine I've no idea I'm afraid.
MT -
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Quote:2x Acid Mortar = 40%, where's the rest from.. are you counting the proc? It's late..apologies if I'm forgetting something obviousI highly doubt it. Bots/Traps can stack -60% resist rather trivially, as well as dish out a whopping -1000% regeneration. Don't forget that any of the +recharge granted by /Time cannot affect the henchmen.
Quote:Seconded. A Warshade can do it all. Darkhorse points to a well-built Incarnate Huntsman. Hell's lawnmower on wheels.
Quote:My Warshade feels the most like my 'Jack of all' character. Extremely powerful when played correctly yet requires you to pay attention, avoiding the boredom of the 'set and forget' types. Just remember the mantra; "You are all forms at all times." I was never able to get into Khelds until I embraced that notion.
Quote:A Warshade can do everything but solo Giant Monsters... And that can probably even be done with temp powers/lore pets. Either way, that's my choice.
edit: Also, my Tri Form build does 54x8 Fire Farms.
Sorry for the bit of derail..but I believe all these characters fit the bill!
Best,
MT -
Quote:Nah, I wouldn't ditch my Ill/Rad. I already rolled a Fire/Cold Corr and plan to level that to 50. I'm just wondering that's allI certainly wouldn't make an ill/cold just because of feeling some sort of "inferiority complex" for an ill/rad. If you want to make an ill/cold to have an ill/cold, by all means do so. If you want one because you no longer feel like you're "the best" then don't bother. If we accept that ill/cold is better at some aspect of the game, it's not going to be that much better than rad to merit ditching your existing toon. I say this as a guy that prefers Cold to Rad, in general.
MT -
Quote:I am not only concerned with fighting AVs. I don't think I've ever soloed an AV; not because I can't, it's just because I don't care to. I dislike soloing, whether it be tip missions, or AVs or whatever. I'm looking for team utility, and /rad and /cold are excellent at helping with said utility to take down hard targets. I was just wondering how /Cold compares to /Rad in that sense.If you are only concerned with battling AVs, then Ill/Cold is better. The powerful single target debuffs combined with the large amount of -Resistance in both Sleet and Heat Loss really helps to take an AV down quickly. The Cold set has a lot of great things going for it, but it really shines in taking down hard single targets.
Best,
-MT -
Archvillains are what they sound like.. but the counterpart is simply "Hero"? Lame! Change it to "Superhero". Surely States needs to have such a title to be on par with Lord Recluse. The "super" modifier is very necessary
Archvillain > Hero
Archvillain = Superhero
What you say, CoX?
Best,
-MT -
I have a 50 Ill/Rad with perma PA and it is a great and versatile character. Even though he isn't mowing down packs of minions/LTs like an SS/Fire brute, the Ill/Rad shines in the long, hard battles (AVs). However..after reading a bit more about the debuff resistance of AVs, I'm not so sure. Conventional wisdom says that the "holy trinity of debuffs" (RI, LR & EF) basically neuter any foe, but reading up on AV debuff resistances, it seems my RI is doing little to none in terms of actually debuffing ToHit (which is probably the most important thing to debuff on a tough foe, -DMG is probably next).
Text from paragonwiki:
http://wiki.cohtitan.com/wiki/Archvillain
"So, for example, while it might seem as though a Defender's Radiation Infection should be valuable against Captain Mako's extremely high defense bonus in the Statesman Task Force, the Infection's debuffs are heavily resisted. Optimally enhanced, Radiation Infection applies a -61% Defense penalty, which should cripple Mako's defense rating, but as it's against a +4 enemy it is at half strength due to the Purple Patch (-61 * .5 = -30.5), and as it's against a level 54 Archvillain a further 87% of that is resisted (-30.5 * (1 - .87) = -3.965%), leaving the net effect approximately half as useful at counteracting Mako's high defense as using a single Insight inspiration for a +7.5% ToHit bonus. Similarly, even against an equal-level AV, a level 50 Defender's mighty Lingering Radiation Regen debuff will be dropped from its usual -500% to -75%. "
And these are Defender numbers! This makes me
RI does -ToHit (resisted) and -DEF (resisted)
EF does -DMG (not resisted) and -RES (not resisted)
LR does -Regen, -Recharge, and -SPD (all resisted)
Is EF the only "good" power for Rads for tough targets? As crazy as that sounds, it is starting to seem like it... say it ain't so!
So I started looking at Cold. I have not played a Cold toon yet but the debuffs seem absolutely excellent when looking at what actually "gets through" and works on the tough targets.
Benumb does -DMG, -special
Sleet does -RES
HL does -RES
(I just listed what AVs do not resist, of course the powers do more "stuff")
I don't have the numbers in front of me for how much -RES you get nor do I have experience playing /Cold, so I was wondering how the numbers/play experience compares. On paper Ill/Cold looks like an absolute beast. Is Ill/Rad officially "little brother"?
Best,
-MT -
Quote:Yup. Procs can go beyond the cap too. This is what some Fire/Kin troller farmers do when constantly running at the damage cap from Fulcrum Shift. How to get more damage? Procs, of course!Containment is ontop of the damage cap. So if you cap you still get containment damage in addition to your usual damage.
Best,
-MT -
Quote:I can confirm from personal experience that it most definitely works. It can proc on multiple PA at once and can even double stack on a single PA (rare, but pretty sure this has happened before).I don't really comment on these, but I don't know if build up works with PA. They are immune to buffs, unless something says that proc works with them.
Just open the pet buffs window and see for yourself
Best,
-MT -
Quote:Not trying to thread jack, but what about Javelin Volley proc? ThanksYes, it does benefit from accuracy. Mids doesn't show accuracy for pet powers, and when it does, it usually shows it for the summon power rather than any of the pet's attacks.
My preferred slotting for Creepers is:
Nucleolus Exposure (Acc/Dam HO)
Dam IO
Recharge IO
Posi's Blast Proc
Impeded Swiftness Proc
Explosive Strike Proc
In a build without lots of global recharge, I might swap out the Dam IO for another Recharge IO or a Dam/Rech dual IO, depending on how close to perma creepers I am.
I don't use the Trap of the Hunter proc in it, as it only would proc for the brambles patch and be subject to the 10 second timer, so I think it gets more benefit from straight damage enhancement.
IMO the Recovery set bonus from Posi's Blast is so tiny that I wouldn't bother with it unless you wanted to use another set IO anyway.
Best,
-MT -
Yeah, when I said "rarely/never?" I was implying the LGTF. While you can beat Hami's healing mitos without holds, it is so much easier and faster to just get one person with holds on a team.
EDIT: You can beat Cuda without MM (temp power) too, it just makes things a lot easier/efficient.
MT -
Now before I go ahead and dump my thoughts out here, let me say that I've been playing this game awhile, etc, and I realize that a team can consist of many, many different combinations, or a bunch of the same (see: all FRad teams that tear through content). Very, very rarely (never?) does a team actually NEED a certain element to succeed. Anyway, I just wanted to see what your experiences were in what people ask for when forming teams, any specific powersets that are requested. Of course your basic melee and range DPS, tank, control, buff/debuff functions are sought when forming a team, but I'm wondering what people have seen in terms of specific powerset requests.
My short list is: Kin, Cold, Rad, and Emp.
What have you all seen? Note: not really talking about "we could use some AoE" or "we could use an MM". I'm wondering about very specific requests in terms of powersets.
Thoughts?
Best,
-MT -
Quote:Agreed. It is easy to hit S/L cap without any purples or PVP IOs. They are not necessary. Just hit the cap, throw rest into recharge and use /Stone epic to smash things. It's just that good.I dont have any builds handy (I am browsing on my mobile) but I suggest that you make a cheap build. You shouldnt need to spend any serious money to softcap s/l defense and get a wee bit of recharge. Fire/kin/stone. Done.
Best,
MT -
Quote:Perma dom and almost perma Hasten (3 second gap) is pretty easy to achieve, but not quite able to achieve "great Ranged defense" also, what do you consider great? Just curious because this build looks great in Mids right nowAs already stated, Plant/Fire/Fire is the Brute of Doms.
Its also fairly cheap to outfit with IO's. You can get permadom and great Ranged defense, plus about 150% recharge (with Hasten) without a single purple set. The most expensive IO's you'll slot will be LOTG's and the Oblit's. With this build you can tank (Seeds of Confusion), Immob and burn entire spawns on +4/x8 settings. Even on full teams, I run to a spawn and sometimes just giggle that the Tank waits for me to grab aggro first. Teams learn quickly that you are the "Steam" in their steamroll.
I will say, however, that things don't pick up for this build until the mid 30's and permadom. Once you grab the Fire epic, good lord does the build shine. Easily as much fun to play as any of my Brutes and really just as survivable thanks to Seeds of Confusion.
Just don't make the mistake of slotting and playing like a Controller. You are MUCH more destructive than a controller, so slot your holds/immbos for damage post 35.
EDIT: Hasten is not perma because my build (for now) uses no purples. I'm able to hit 168% global with sets + LOTGs though
Best,
MT -
Thanks for all the great answers guys. The answers are pretty much what I expected in terms of the +DMG and -RES. The cap is the cap, but it is not impossible to get there, and on a good (fast) team is relatively easy to maintain.
Yes, I IO every toon I have. I personally only play toons that I see great potential in and that I plan to incarnate fully. Not to purple IOs really, but perhaps a set or two in key powers (e.g. my Perma PA Ill/Rad has a few sets of purples), but I am definitely willing to set IO it otherwise.
I'm thinking /Cold simply because I have a Fire/Kin controller already. Yes, it is not the same as a Fire/Kin Corr, but I think the Fire/Kin controller is much more similar (obviously) to Fire/Kin Corr in this situation than to Fire/Cold. The more I think about it, if someone goes "hey we need a Kin" I can already fill that gap. To me, having two toons that kind of do the same thing (on my account, since I can't play them simultaneously; not on a team since obviously two Kins or two Colds is good), is kind of silly. I think I would like to have the option of filling the "hey we could use a Cold" too.
Best,
-MT -
It is pretty easy to hit the softcap for all 3 positionals which leaves lots of room for +recharge to get the AoEs up more often, and the pets perma (or very close to it)
Best,
-MT -
I am looking to roll either a Fire/Kin or Fire/Cold Corruptor and I'm looking for damage/team utility. I am wondering how the +DMG from Fulcrum Shift (and Siphon Power) compares to the -RES that Cold can stack (Sleet, Heat Loss, and any Achilles' Heel procs). Are +DMG and -RES in fact direct opposites? I started doing a simple analysis in excel but I figured I would ask here if someone could point me to a page on the boards which has some numbers already. Or if they know the answer, obviously. The question is simple, which set will help teams (and me) kill stuff faster? "Steamroll" if you will. I never solo, if that matters to know.
Of course /Kin and /Cold vary dramatically on secondary effects (full health/end vs DEF/RES team protection), but I'm more curious about the damage potential.
I also have a 50 Fire/Kin controller and I know from experience that /Kin is powerhouse for sure, just wondering how /Cold compares.
Best,
-MT -
Quote:So saying /Soul is the best for content, is because of the -ACC and -ToHit I'm guessing. However, for AVs/Heros, they resist -ToHit, so why bother with Darkest Night in that case? I would only use that for hard targets because it is an end hog, but if they resist it...? I guess it is good for the -DMG?Haymaker is actually a better attack than gloom, gloom is still epic though and soul simply is the best there is for content builds.
But you are simply wrong; my SS/fire went for s/l def, rech, and then recov. I am able to act as the main tank for LRSFs without any form of buffs coming from someone else at all. I have acted as the main tank for every high end TF and trial, the STF is the only one were i still need outside buffs.
MT -
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Waste Breaker,
The build is not bad, but I'm not sure how survivable it would be. The end drain (1.91/s) is really, really high (assumes DN is being used). Without it is 1.55/s which isn't terrible. What worries me is the defense. I would shoot for at least 1 purple within the softcap. Of course, this gives up some recharge.
That seems to be what I'm finding in Mids, the more recharge, the less DEF, and vice versa.
Here's a build with S/L/F/C (and almost M/AoE) 1 purple insp away from softcap. With spiritual alpha it is only 4 seconds away from perma hasten.
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: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(5), Aegis-ResDam(7)
Level 2: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(17), M'Strk-Dmg/EndRdx/Rchg(25)
Level 4: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/Rchg(11), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(43)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(36)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 10: Boxing -- Acc-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 14: Super Jump -- Jump-I(A)
Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(31)
Level 18: Rage -- HO:Membr(A), HO:Membr(19)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(21), LkGmblr-Def/EndRdx(21), GftotA-Def/EndRdx/Rchg(50)
Level 22: Consume -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(23), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(40), Mocking-Rchg(42)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(25), Aegis-ResDam/EndRdx/Rchg(45)
Level 26: Weave -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(27), LkGmblr-Def/EndRdx(27), GftotA-Def/EndRdx/Rchg(34), LkGmblr-Def/EndRdx/Rchg(37)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(48)
Level 30: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
Level 32: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(37), FrcFbk-Rechg%(40)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(39), Mocking-Acc/Rchg(39), Mocking-Taunt/Rng(43), Mocking-Rchg(46)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48)
Level 47: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(50)
Level 50: Spiritual Core Paragon
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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), Numna-Regen/Rcvry+(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), EndMod-I(34)
Here is another build which has softcapped S/L (without insps), and melee is close (38.5%)
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: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-EndRdx(15)
Level 2: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(9), Oblit-%Dam(11), Oblit-Acc/Dmg/EndRdx/Rchg(17)
Level 4: Healing Flames -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(11)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 10: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 14: Super Jump -- Jump-I(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(43)
Level 18: Rage -- HO:Membr(A), HO:Membr(19)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(21), LkGmblr-Def/EndRdx(21)
Level 22: Consume -- Zinger-Taunt(A), Zinger-Taunt/Rchg(23), Zinger-Taunt/Rchg/Rng(23), Zinger-Dam%(25), Zinger-Acc/Rchg(36), Zinger-Taunt/Rng(40)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(25), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx/Rchg(45)
Level 26: Weave -- LkGmblr-Rchg+(A), HO:Enzym(27), LkGmblr-Def/EndRdx(27)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(48)
Level 30: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
Level 32: Foot Stomp -- Sciroc-Dmg/EndRdx(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Sciroc-Acc/Dmg/EndRdx(37), FrcFbk-Rechg%(40)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(39), Zinger-Taunt/Rchg/Rng(39), Zinger-Acc/Rchg(39), Zinger-Taunt/Rng(43), Zinger-Dam%(46)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Immob(50)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48)
Level 47: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(50)
Level 50: Spiritual Core Paragon
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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), Numna-Regen/Rcvry+(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), EndMod-I(34)
Last is a modification of Jericho's build from above. Changes that were made:
-Took Mu pool for more AoE damage
-Took Vengeance for team buffs/farming (if desired)
-Endurance usage is very low with Cardiac alpha (1.26/s) and recharge isn't that bad at 110% with Hasten.
Best part is none of these builds use Purples (yes, this one uses Enzymes but you could probably rework a bit of it with LOTG Def/Ends)
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Meteorite: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(48)
Level 2: Blazing Aura -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(9), Erad-%Dam(9), C'ngBlow-Dmg/EndRdx(11), C'ngBlow-Acc/Dmg(11), C'ngBlow-Dmg/Rchg(13)
Level 4: Healing Flames -- Numna-Heal(A), Numna-Heal/Rchg(17)
Level 6: Boxing -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(23)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 12: Taunt -- Zinger-Taunt(A)
Level 14: Stealth -- LkGmblr-Rchg+(A), HO:Enzym(27)
Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/EndRdx(27)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(29), Rec'dRet-ToHit(29), Rec'dRet-ToHit/Rchg(31)
Level 20: Tough -- HO:Ribo(A), S'fstPrt-ResDam/Def+(34)
Level 22: Weave -- LkGmblr-Rchg+(A), HO:Enzym(34), HO:Enzym(50)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(31), HO:Enzym(48)
Level 26: Consume -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(31), Erad-Dmg/Rchg(36), Insult-Dsrnt%(37), Insult-Taunt(40), Insult-Taunt/Rchg(42)
Level 28: Burn -- Erad-%Dam(A), Erad-Dmg(34), Erad-Dmg/Rchg(36), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/Rchg(43), C'ngBlow-Acc/Rchg(43)
Level 30: Temperature Protection -- S'fstPrt-ResKB(A)
Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Rchg(39), HO:Nucle(39), FrcFbk-Rechg%(40)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
Level 38: Rise of the Phoenix -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Dmg(42)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(50)
Level 44: Ball Lightning -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(50)
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Acc/Dmg(5)
Level 1: Fury
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(7)
Choices choices!!
Best,
-MT -
Jericho,
How do you find that build in terms of end usage? 1.94end/s just on toggles alone..was wondering if it's worth to get the softcap or get to 32.5% and 1 purple away
Best,
-MT -
Quote:This. Poke around the FAQs/guides and learn about Bodyguard mode and how that makes you and all your bots more survivable. You have one of the best heals in the game, there is no reason anything should be dying at those difficulty levels. Make sure to stay at range if you can by using Tar Patch to slow enemy movement too.Stop sending your pets in. Set them to defensive/follow (bodyguard mode) and waltz into the spawn yourself.
Best,
-MT -
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Quote:Now this...I would like to see. I have been contemplating Fire/Fire vs Plant/Fire and the more I think about it the more I want to roll Plant/Fire (especially since I already played through a Fire/ control set)As already stated, Plant/Fire/Fire is the Brute of Doms.
Its also fairly cheap to outfit with IO's. You can get permadom and great Ranged defense, plus about 150% recharge (with Hasten) without a single purple set. The most expensive IO's you'll slot will be LOTG's and the Oblit's. With this build you can tank (Seeds of Confusion), Immob and burn entire spawns on +4/x8 settings. Even on full teams, I run to a spawn and sometimes just giggle that the Tank waits for me to grab aggro first. Teams learn quickly that you are the "Steam" in their steamroll.
I will say, however, that things don't pick up for this build until the mid 30's and permadom. Once you grab the Fire epic, good lord does the build shine. Easily as much fun to play as any of my Brutes and really just as survivable thanks to Seeds of Confusion.
Just don't make the mistake of slotting and playing like a Controller. You are MUCH more destructive than a controller, so slot your holds/immbos for damage post 35.
Best,
-MT -
Quote:Just to reiterate, if you cover the 3 positionals, it doesn't matter how high the Typed ones are, since all attacks have a Position and a Type (except for Hamidon or Crystal Titan perhaps). When people say they want to "softcap" it means getting some/all of these to 45% defense.First off, the defense soft cap is 45% for regular content, and 59% for incarnate trials.
Secondly, there are two varieties of defense:
Postional (Melee, Ranged, AoE)
and Typed (Smashing, Lethal, Fire, Cold, Energy, Negative, Psionic)
Just about every attack in the game falls into a category of either one of those two varieties of defense. For example, Gambler's Cut from your own Katana set is a Lethal typed damage Melee positional attack. You only need to be softcapped against one of those two categories to avoid the attack.
The game takes your highest defensive value to determine whether or not you dodge the attack. For example, if you had 25% lethal defense and 45% melee defense, it would only use the 45% melee defense attribute against an enemy using Gambler's Cut against you.
Budget "softcap" builds usually shoot for 45% S/L defense (or 32.5%; 1 small purple insp away from cap) as they are the most common type of damage. However, if you can softcap the 3 positions, it is better
Best,
-MT