Max_zero

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  1. Quote:
    Originally Posted by Nemu_ View Post
    39% global acc isn't going to be stellar for transfusion. Perma hasten just lets you miss it more.

    You are building for the sake of set bonuses and sacrificing quite a bit of performance. Not saying that I'm not doing the same (for example carrion creepers). But I believe your slotting on transfusion is a way graver mistake than my loss of recharge or lack of damage in creepers (hello FS)
    Yeah but just how much do you use Transfusion? Do you really stand around spamming it?

    The whole point of Hover and softcapped Range Def is to not get hit. If you are still taking large amounts of damage then something is wrong.
  2. Quote:
    Originally Posted by Nemu_ View Post
    Here you go:
    [/code]

    45.8 Psi Def
    46.1 Ranged Def
    64% S/L resist
    Most importantly, better slotting on key powers like transfusion and transference.
    No stamina though, but that's what transference is for.
    Lost a lot of recharge.
    Roots much weaker for damage (it's the highest DPS AoE for Controllers).
    Carrion Creepers much weaker (no accuracy or procs).
    Can't maintain a triple stack of Siphon speed (needs to have sub 20 sec recharge).
    Range defense is a bit iffy if you can't fly or at least Hover. Thats kinda the idea, float above the enemy out of range of melee attacks and use ranged defense to protect you from ranged attacks. No Hover means no protection from knockdown either.

    About all you have is better slotted Transfusion and Transference (which is really needed with no Stamina). Is it really necessary to have a non chain attack with a 1.17 cast time and 2.71 cool down to be ultra accurate? In addition my Transference has a cool down of 10 seconds. Do you often empty 50% of you end bar every 10 seconds?

    My one slightly updated with 1 LOTG to give perma Hasten and much better AoE:

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!
  3. Max_zero

    Softcapped Pets?

    Quote:
    Originally Posted by Donna_ View Post
    Ah super... ok then can i have some feedback on that 2nd build? Everything look ok?
    No room for the +10 Resist all to pets? Can pull one of the slots out of FFG since its over slotted for defense.

    But overall looks fine.
  4. Quote:
    Originally Posted by kirbyrockz View Post
    Thanks for the response. On the CCs, I thought for some reason that they had AoE immobs, but that's what Roots are for, haha. CCs just do AoE slow, -jump, -fly... I see that now.

    So, what about Roots, then? What happens to KB when they're immobed? Does it work the way it should, or do they get knocked-up instead? Or does it do nothing at all?
    Does nothing at all since Roots has a -KB modifier. Roots rock though. Does twice as much damage as all other Controller AoE Immos.
  5. Max_zero

    Softcapped Pets?

    Quote:
    Originally Posted by Donna_ View Post
    Ah super! thanks didn't know you could select pet and get their stats...

    I rejigged my build, I think this one is better suited to what I am looking for.

    Does each protector shield give 11% DEF(all) ?

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1414;698;1396;HEX;|
    |78DA9D93596B13511886CF6432A6699226691ADB664F6DD32D99B6776E20B88136A|
    |3D5D605154B4CA7E9403B299914AC1BFD015EB88317DEB9FE02A58AE83F1071F90D|
    |0A8220085EC56F3935A9DE3924EF937CF39EEFBC73CE19E3E27EBF106B7B8412DAB|
    |758729C59A3E4D4CDDA9265CF6946A96295854708116B5667A7579696AAB67EBC7A|
    |A15AB7CA4EB4E5D6DE95F9797DA6565A76C287EC05B366DA757DE3877FAA5A5DD40|
    |F5A75DB749C20FD299AA539B3E62C58CB01FA6F987356D9B2CD80B45616EA965D49|
    |1C58B6CA7ACB2C46A96CCA98AB3D106E18BEEB9A90574315DF0113C2F583F195E0F|
    |E465875B7F8EE2974E73E61CB6DC61DC225F029EC13CA280DBD0C25956A0DB73A49|
    |AEB622C320B41F611CE546B06E1ADB8536441DC250F2C80E9E7672F97D8C00A1A38|
    |311245C8109BD32ABF79D0B4B9DEF095DAA2A445274698424B4F5B1CFED9BA6A15B|
    |67181CAC8783F5C429451AEC01690FB03DC6F618DB136C4FB0FD2AA40872683598A|
    |25268133AF9493CD036CC3E257C924AA9C38041D10677227CC715C9D098D426BC86|
    |CD8BB2418BF2E66578F332BC7919DEBC6CAA15D72058373F87D6FDC1852B91FD48D|
    |8F689F199F193D6ACFF17418130BD72637B7963DFC0F471B920719EBEFF8BC0E439|
    |4E91E314394E11810E499936F9907B3F23141E11C61E339E10269E1254189596F3A|
    |6BB150CB6060FD027E7EDDB0D70AB62F02F8E7044093734199007688057619031C6|
    |98C8B6E2391C8F21B9424377694B86F9780FDF60F0991FB94528DC24BC8051A3729|
    |2513E89793E9779DEE93C1FD6021FDD57B07ABA7C309DE77D0BA571591AE752A2F9|
    |DEC1072E51FCA732D5FACE51C5687A1ADE50F3F77F5EEBFE8D16DE63EDA0D328275|
    |04EA19C4639837216E51CCA79945994C6CB3FA383DB31D70E949D28BB50A298EF3A|
    |3A3DF832FA50FC2801940E94204A08258212437980D2F80DD0E2FC7D|
    |-------------------------------------------------------------------|
    Sounds about right.

    22% (socketed) Prot bots +16% (socketed) FFG +5% Edict + 3.5% from Man (socketed)

    46.5% or so. 35% for each Prot Bot.
  6. Max_zero

    Softcapped Pets?

    To be honest your Bots (except Protector Bots) should be softcapped and then some.

    2 Prot Bot Shields + FFG + Man + Edict unique.

    You can check with combat stats need to just target a pet before clicking the combat stats button.
  7. Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Splat: Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Kinetics
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Strangler -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34)
    Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(13), Numna-Heal(21), Numna-Regen/Rcvry+(23)
    Level 2: Roots -- Acc-I(A), Posi-Dmg/Rchg(3), Posi-Acc/Dmg(3), Posi-Acc/Dmg/EndRdx(19), Posi-Dmg/EndRdx(19), Posi-Dam%(25)
    Level 4: Entangle -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(23)
    Level 6: Hover -- Ksmt-ToHit+(A)
    Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(15), Mlais-Acc/Conf/Rchg(15), Mlais-Dam%(21)
    Level 10: Siphon Speed -- Acc-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(39), EndMod-I(40)
    Level 22: Flurry -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(43)
    Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-KB%(36), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(40), Stpfy-Acc/Stun/Rchg(46)
    Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(27), TotHntr-Acc/Rchg(27), TotHntr-Dam%(29), ImpSwft-Dam%(29), Posi-Dam%(31)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(34), RedFtn-EndRdx(36), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx/Rchg(45)
    Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-+Res(Pets)(39)
    Level 35: Transference -- Efficacy-EndMod/Acc(A)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(43)
    Level 41: Indomitable Will -- RedFtn-Def/Rchg(A), RedFtn-Def/EndRdx(42), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(48)
    Level 44: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(46)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Speed Boost -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 0: Ninja Run

    Softcapped ranged defense and Psionic defense (you can still use Transference and Transfusion outside of melee range). Also 55% S/L resistance (some Psionic resistance too). Basically very hard to kill since even those nasty Mind/ AVs can't hit ya.

    1.5 seconds off perma Hasten, 14 seconds off perma Indomitable Will (which also softcaps Psionic defense).

    No purples, no LOTGs. Only costly items are Numina set and Miracle unique. The Miracle unique isn't even really needed due to Transference but I take it to round it out. You need the Numina unique for the 6 slot bonus.

    Could it be made better with more money? Sure. But I'd like to see a better build at the same or cheaper price.
  8. Quote:
    Originally Posted by Frosticus View Post
    Assault bot can cast the two swarm missiles every 19 or so seconds. If you have a way of keeping the spawn in them or from being knocked back they can drop entire groups in seconds.

    The base numbers on the missiles:
    Swarm Missile, 60 base damage, 20ft aoe (40% chance of blowing the mob halfway across the map)
    Incendiary Swarm, 364 base damage (over 20 seconds), 20ft aoe (causes afraid)

    I've heard people say that the incendiary will spawn a burn patch for every mob it affects. I honestly don't know, but I know when things are stuck in it even briefly on my bots/storm they die very quickly. I've found decent success with combining electric fences and freezing rain. One for the -kb and the other I find if they are already bouncing they won't get knocked back (usually). Fences has a really small aoe.

    it works fairly well. Very safe and easy to use, but it isn't as fast as a top tier farmer. It chews up bosses though with LS and nado, which is something I don't think normal bots builds excel at as their st damage isn't as notable as their aoe. It has also no insp/no temps about 10 AV's so far with the same build. So it is pretty strong in most scenarios.
    The power of Burn patch missile is that each enemy hit by the missile has a Burn patch spawn under them. That patch can hit up to 5 enemies (including the one that patch spawns under). In a tightly grouped pack of enemies this is absolutely devastating since you gets all these patches overlapping and enemies are being hit by multiple patches.
  9. Sonic Melee!

    With stacking -RES debuffs...
  10. Quote:
    Originally Posted by JuliusSeizure View Post
    I'm going to be a bit different and claim War Mace.

    I have an uninterrupted attack chain of Crowd Control, Shatter, and Whirling Mace for when there are 16 opponents clumped in front of me. That brute lays waste to huge swaths of opponents.
    This.

    Crowd Control does about the same (often more) damage as Footstomp with 1 stack of Rage. It has the same target cap (10) as Footstomp and a 180 Cone isn't exactly hard to aim. It has almost half the CD as FS. Add to it has great backup from Shatter and Whirling Mace whereas SS has nothing.

    Like Julius I use a seamless rotation of CC, WM and Shatter with minor global recharge.

    For AoE Warmace is a better set that can be made at a fraction of the cost of SS.

    My Current WM/Shield:

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!


    45% Melee, 44.5% Ranged, 43.5% AoE Defence
    20% damage bonus
    Excellent ST and AoE damage
    Highly accurate (all attacks 180%-185% accuracy)
    End efficient
    Aid self
    No purples or PvP IOs

    Build cost me less then 1 billion inf.
  11. Quote:
    Originally Posted by Luminara View Post
    Level 70 human warlock (Montare) and level 70 dranei frost mage (Fallore), both on Scarlet Crusade. I quit playing almost two years ago, but I clearly do know what I'm talking about when I discuss WoW classes in comparison to Co* ATs. I played one of those overpowered warlocks capable of taking on four elites while my group pounded on the boss, and lived. On my frost mage, I watched my entire group eat dirt and was forced to fight five elites alone, and won.



    This has nothing to do with comparing Co* ATs directly to WoW classes. I made an analogy in order to explain a point.

    In WoW, warlocks are considered a powerful class, with many stating that they are too powerful. One example of this is a warlock who soloed an end game five person instance (not a grossly out-leveled instance, such as you use to show DPS comparisons in your follow-up post, an actual level 70 end-game instance when the level cap was level 70), a feat which no-one else could accomplish at that time.

    In Co*, we have no similar discrepancy in capability because all ATs can accomplish similar feats. It would be easier to count the specific number of builds which could not than it would be count those which could.

    Do you understand now?
    The post I linked too was lvl 80 Naxx. You wouldn't know about since it came a year after you quit. >.>

    How many ATs can solo Lusca? Do you judge all ATs by that measurement?

    Why can't all AT solo GMs?

    IMBALANCE! IMBALANCE!

    You act like 5 mans mattered. Just like CoX isn't balanced who can solo GMs, WoW isn't balanced around who can solo non heroic 5 mans.

    How far did you solo in Kara? In the Arena?
  12. Quote:
    Originally Posted by PhroX View Post
    I'm pretty sure that Luminara's point wasn't that WoW's classes are more powerful than CoH's, but that in WoW, one class - the warlock - is (or was when she played it) so much better than the other classes, and that this type of discrepancy isn't present in CoH. Which is true, overall, CoH's ATs are reasonably well balanced: they're all damn powerful
    Its hard to explain to someone who does not play both games.

    But here is an example.

    http://forums.worldofwarcraft.com/th...002065&sid=1#1

    This is a link to a post containing the DPS comparisons in WoW in Naxx (one of the endgame instances).

    Across all bosses this was the average DPS variation compared to the average of all the classes:

    War - 7.3%
    Mage - 5.3%
    Hunter - 3.6%
    Lock - 2.9%
    DK - 2.4%
    Sh - 0.0%
    Ret - -2.4%
    Rg - -4.8%
    Pr - -5.5%
    Dr - -7.0%

    No class was 7.3% higher then the average or more then 7% below.

    Classes were nerfed and buffed on variances such as this (not this specific data but internal Blizzard data). A class having a 7.3% DPS advantage over the average was considered far too OP.

    This is WoW balance. Does this sound like the kind of game where characters spend large amounts of time be wildly more powerful then other classes?

    Tanking classes with cry an endless stream of tears because their total damage mitigation is 3% lower then that of another tank. PvP'ers will complain if there class's Arena presence is more then 1-2% below the average.

    This is a game where a 3% variation from the norm can make or break a class.
  13. Quote:
    Originally Posted by Luminara View Post
    s. As good as Rad/Sonic or Ill/Rad or similar builds are, they're still not the same thing as, for instance, WoW's warlock class (which, last time i played, was the most grossly overpowered class in the game, capable of soloing five person instances, something no other class could do (frost mages could come close, but without the healing factor that warlocks had, they still fell a little short)). And that's what the OP is looking for. It doesn't exist here.
    lolwut?

    You clearly have no idea about WoW.

    The power scales between WoW and CoX are so wildly different as to be nearly incomparable.

    In CoX you are THE Hero (villain). The very basis of the game is that you become an individual of such power that you can single handedly stop whole armies, ie be a Hero.

    Not to say thats a bad thing. Just different.

    WoW is a far more team orientated game simply because the classes are FAR more limited in abilities. Basically no class can solo any current endgame content with any hope of success. There is nothing to compare with the power of enchantments and IO sets.

    When I want the feeling of community, of working as a team in contribution to effort much greater then myself I play WoW. If I want to the feeling or power, of wiping our hordes of enemies in a much more laid back atmosphere (wow is srs busns) I play CoX.

    But make no mistake if they ATs in CoX were introduced into WoW they would absolutely dominate the others classes and the game content. The game was not designed to deal with such powerful and customizable PCs.
  14. Quote:
    Originally Posted by Folonius View Post
    I was making between 100-200 mil inf an hour from farming tickets and lvl 10-14 bronze rolls. That's about 1 purple drop every 2 hours for me.
    --->lvl 10-14 bronze rolls<---

    Steadfast protection +3% def and Regen +unique ftw!
  15. You can farm 1500 tickets in about 6 minutes with certain builds (HI BRUTES!).

    Thats 9000 tickets every 30 minutes or 18 000 an hour.

    Thats 4 Gold rolls an hour (takes to long to go through Bronze rolls with that amount of tickets).

    Pretty decent money.
  16. Quote:
    Originally Posted by Bill Z Bubba View Post
    Eva, I found that not to be true. Please see chart of earnings efficiency.

    LATE EDIT: I feel it necessary to add that this is me on my claws/sr scrapper. The chart does not take travel time between missions into account. Other primaries with different ST to AoE ratios may see drastically different results.



    Very interesting.

    For the less adventurous (or perhaps less geared) +3/x2 seems fairly comfortable. Trying to get that extra 35k (75-110) by going to +4/x8 seems like a fair bit of hassle.
  17. Quote:
    Originally Posted by Fury Flechette View Post
    No. Same with scrappers. I have tricked out versions of a SS/Fire brute and a number of scrappers, including a Fire/Shield. Neither of them can do a full 8 man mob on the Nemesis farm in the RWZ without buffs (empath, kin or similar). I have farmed that map with 6 padders and a buffer before (set at difficulty 4), but it's bad without one.
    So what your saying is nobody can really do 8 man Nemesis spawns effectively solo.

    Also your Brutes are not 100% ideal for farming.

    A geared SS/SD Brute gets:

    +95% damage (Basic power slotting)
    +180% damage (Fury)
    +20% damage (IO set bonuses)
    +65% damage (Against all odds)
    +80-160% damage (Single/double stacked rage)

    So thats 440% to 520% +damage to Footstomp. Perma Hasten on them too. Softcapped Def to everything as well.

    Expensive (BILLIONS of inf expensive) but effective.
  18. Quote:
    Originally Posted by SpittingTrashcan View Post
    Go back and read what _Deth_ actually wrote.

    "up all the time and double stacked at times" is not "perma double stacking Rage". It is, in fact, "a single stack of Rage up permanently", plus some overlap during which it is "double stacked at times". And during that overlap, Foot Stomp is indeed quite crazy - but you also have to deal with more frequent Rage crashes, which is why I generally don't try to double-stack Rage on my SS/Elec.
    Its the same reason I don't double stack it either. Rage is the only ability that, in a way, self defeating once you get to a certain point.
  19. Quote:
    Originally Posted by _Deth_ View Post
    I don't care for tremor, is nice for crowd control, but meh for damage. What is insulting is that it is the tier 9 power for Stone Melee.



    Crowd Control was sexy on my tanker, haven't tried it on a brute yet.

    As for saying "it's only rage that gets it up" is irrelevant. I have yet to see a ss/* brute that didn't have rage up all the time and double stacked at times. Double stacked, Footstomp is just crazy.

    Even without rage, footstomp does more damage than Tremor. The only advantage Tremor has over Footstomp is that it has a faster recharge time. Tremor's animation time is almost a full second longer.
    You haven't EVER seen a SS Brute who is not perma double stacking Rage? I find that very hard to believe. Most builds would be happy with a single stack of Rage up permanently. To put it in perspective its easier to get perma Hasten then it is to get perma 2x Rage.

    With a single Rage stack SS is pretty much even with most of the other sets. Since that where SS Brutes spend the vast majority of their time it makes sense to compare them from that position.
  20. Footstomp isn't all that damaging either. Its only Rage that gets it up. FSC is way more damaging.

    Add to that Footstomp has the same 10 target cap as many of the other AoEs so, if your farming, a lot of the time that extra range is wasted.

    Crowd Control is a better AoE for mine.
  21. Quote:
    Originally Posted by Javelin_NA View Post
    Then I'm dead
    I didn't know Mid's numbers for Phalanx Fighting were wrong....CRAP!
    Basically it does not add that 6% amount unless someone else is near you. If you are by yourself or out of range of another player (often happens cause it has a tiny radius) then you get 3.75% defence.
  22. Quote:
    Originally Posted by Javelin_NA View Post
    Max_Zero,
    Thanks for taking the time to post that build. I am surprised that you stated the builds were wierd. If they are, that's my fault since Paladin was using my original power choices...which was great since I liked the choices I had made and he showed me a few things with the same build to wring out a few improvements.

    I actually find your build strange in some of the power choices. 1st...that build doesn't even hit soft cap for any defense type...not very surviveable in my opinion. 2nd...Mu Lightning? Not sure where the benefit in that is? Hoping you see something there I am missing and can enlighten me

    As for my Endurance, well...I'm almost ALWAYS with a /kin (not hard to find a couple LFT and have a few in the VG) and when I do find myself solo I'm smart enough to take some blues and keep combining as the mission progresses so I have a good amount. Honestly not too big a worry.

    If my Defense is below Soft cap I'm DEAD! At that point it won't really matter if I have endurance
    In my post I didn't activate Phalanx defence because Mids puts the wrong value in. Phalanx adds 3.75% to all 3 positional at all times. I wrote that in my post. Mu Lightning is a decent attack in a chain but its mainly for the set bonuses (Thunderstrike is very good for range defense).

    As for end. What if no Blues drop? What if your fighting in a long boss fight and you run out of Blues?
  23. Quote:
    Originally Posted by Paladin_Musashi View Post
    The soft cap is only meaningful if you're fighting even con enemies. Anything above your level will be hitting you more than 5% of the time if you're only soft capped.

    AVs your level get a 50% boost, so if you want to tank AVs you basically want every scrap of defense you can get, well above 45%. The same goes for +4 or +5 bosses that everyone wants to farm nowadays.

    The OP said his primary concern is PvE survivability, so I pushed his melee defense to as high a level as possible. I also disagree that AoE defense is the least important, because in my experience when tanking a big bad, you will be taking damage from melee primarily, but he will probably drop AoE attacks on you as well. Whereas ranged attacks will be the least common thing for you to worry about, and also the thing that generally does the least damage.
    http://boards.cityofheroes.com/showthread.php?t=185167

    You might want to read about defense and how levels are incorporated into it.

    As for range AoE is most definitely not the most dangerous. Many 'AoE' attacks are actually flagged as ranged and much of the most dangerous stuff (Ring Mistress, Sapper) are also ranged tagged. You can check for yourself at the Paragon wiki what kind of attacks enemies use.
  24. Some strange builds in this thread.

    Defence softcap is 45% so going over that by a large amount is kinda pointless. Both builds have terrible end management and will probably run dry of end in under 30 seconds just doing single target rotations.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: War Mace
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Pulverize -- Empty(A)
    Level 1: Deflection -- GftotA-Def(A), GftotA-Def/EndRdx(3), GftotA-Def/EndRdx/Rchg(5), GftotA-Def/Rchg(7), S'fstPrt-ResDam/Def+(27)
    Level 2: Jawbreaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dam%(9), T'Death-Dmg/EndRdx/Rchg(42)
    Level 4: Battle Agility -- GftotA-Def(A), GftotA-Def/EndRdx(25), GftotA-Def/Rchg(27), GftotA-Def/EndRdx/Rchg(46)
    Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(43)
    Level 8: Clobber -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(21)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: True Grit -- Numna-Heal(A), Numna-Regen/Rcvry+(15), ImpArm-ResDam/Rchg(17), ImpArm-ResDam(19), ImpArm-ResPsi(21), ImpArm-ResDam/EndRdx(25)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(17)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Whirling Mace -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-%Dam(43)
    Level 20: Health -- Mrcl-Rcvry+(A)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc/Rchg(37)
    Level 24: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 26: Shatter -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), EndRdx-I(42)
    Level 28: Boxing -- Empty(A)
    Level 30: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/EndRdx/Rchg(40), ImpArm-EndRdx/Rchg(40)
    Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(34)
    Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Rchg(37), Oblit-Dmg(37)
    Level 38: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(39), GftotA-Def/EndRdx/Rchg(39), GftotA-EndRdx/Rchg(43)
    Level 41: Against All Odds -- EndRdx-I(A)
    Level 44: Mu Lightning -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg/EndRdx(46)
    Level 47: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury

    Phalanx fighting provides 3.75% personal +def as base which will softcap range and melee def. AoE is about 1% short (but AoE isn't as important as the other two). Net end return of 2.71 combined with End in Shatter means a fully sustainable single target rotation. Warmace is, IMHO, the strongest all round melee set for Brutes. Its got killer ST and AoE damage, its main weakness is its massive end use. Counter that and your golden.

    Note that there is a Kismet +hit unique in Phalanx Fighting which puts all melee strikes to 150-170% accuracy.

    The +recharge proc is a no brainer in crowd control since is basically Footstomp with 180 (instead of 360) but with more damage and 12 second CD.
  25. Max_zero

    Fire/Dark

    My current Fire/Dark build:

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Twilight Grasp -- Cloud-Acc/EndRdx/Rchg(A), Cloud-Acc/ToHitDeb(7), Cloud-Acc/Rchg(9), Cloud-ToHitDeb/EndRdx/Rchg(9), Numna-Heal(11), Numna-Regen/Rcvry+(29)
    Level 2: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/EndRdx/Rchg(33)
    Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(19), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(23), Posi-Dmg/EndRdx(36), RechRdx-I(36)
    Level 6: Tar Patch -- RechRdx-I(A), RechRdx-I(17)
    Level 8: Darkest Night -- DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb(11), DampS-ToHitDeb/Rchg/EndRdx(25)
    Level 10: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Ksmt-ToHit+(34)
    Level 12: Swift -- Flight-I(A)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21)
    Level 16: Health -- Mrcl-Rcvry+(A)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(42)
    Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(37), P'Shift-End%(45)
    Level 22: Fearsome Stare -- Cloud-Acc/Rchg(A), Cloud-Acc/EndRdx/Rchg(23), Cloud-Acc/ToHitDeb(27), Cloud-ToHitDeb/EndRdx/Rchg(31)
    Level 24: Shadow Fall -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40), RedFtn-EndRdx(45)
    Level 26: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(43)
    Level 28: Kick -- ExStrk-Dmg/KB(A), ExStrk-Dam%(37), ExStrk-Acc/KB(50)
    Level 30: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-EndRdx/Rchg(39)
    Level 32: Weave -- RedFtn-Def(A), RedFtn-EndRdx(33), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-EndRdx/Rchg(46)
    Level 35: Howling Twilight -- RechRdx-I(A), RechRdx-I(40)
    Level 38: Dark Servant -- DampS-ToHitDeb/Rchg(A), DampS-ToHitDeb/EndRdx(39), DampS-ToHitDeb(40)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
    Level 47: Charged Armor -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(48), ImpArm-EndRdx/Rchg(48), ImpArm-ResDam/EndRdx/Rchg(48), S'fstPrt-ResDam/Def+(50)
    Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge

    No purples or Glad PvP unique. Apart from the Miracle and Numina unique (and who does not get them?) pretty cheapish build all up.

    Softcapped range defence, good resists, good end management and a bit of global recharge and damage. Has full -hit slotting so should have little trouble -hit flooring mass amount of enemies and can even have a big effect on purple triangles.

    Good damage, strong survivability either solo or team.