Naikelea

Citizen
  • Posts

    18
  • Joined

  1. What does Tanker Tuesday involve? Other than the obvious tanks.
  2. Ironblade - I figured someone would mention those options. I was tempted to play around in the Shard until I remembered how fast the Rularuu tear through my defense.

    Scheol - Yeah, does look like my best option is going to be advancing Unai Kemen's arc and just reseting it after a bit. He has several of the enemy groups I haven't fought in a while so should be fun.

    Johnny - For lower level content I'll pull out alts or TFs. I'm specifically pushing myself against increased difficulities, bosses, AVs, etc to challenge myself and my incarnate abilities. Unfortunately exemlaring to lower levels doesn't provide a challenge or test my incarnates (as they're disabled).
  3. I've been playing with my new incarnate powers and seeing how much I can take on at once. Rather than stealthing through missions as fast as I can I've been enjoying clearing out everything on a map. For the most part I've been doing Radio/Newspaper Missions and Tips. Unfortunately it seems that these missions almost exclusivly contain: Malta, Carnies and CoT with just a few Longbow & Archanos. Even several of the story arcs I've gone back to seem to be Malta & Carnies.

    Without going into AE, does anyone have some suggestions of a lvl 50 story arc or contact that will give missions that are NOT the groups I've listed above? I'd like to mix it up a bit, get some Crey, Freaks, omgno DE... Who are some good contacts?
    I do have one of the guys in PI that does a bunch of the portals that I've reset a few times partway through. Wondering if people have some other contacts they like to wade through their arcs.


    Thanks!
  4. I plan on running the Faathim the Kind and Justin Augustine TFs this weekend. I see there is a nice Doc Q running on Sunday so looks like the Shadow Shard will actually be getting some action this weekend.

    I'll be leading a Faathim the Kind on Saturday at about 4pm ET. We already have 3-5 people lined up. If you are interested, drop me a line.
    1) Aurelina Berry - Leading, Scrapper
    2) Kinra - Defender
    3) Reserved
    4) Tenative
    5) Tenative
    6) Open
    7) Open
    8) Open

    On Monday I'll be leading Justin Augustine, again around 4pm ET. We have about 3 people lined up already. Again if you are interested let me know.
    1) Aurelina Berry - Leading, Scrapper
    2) Kinra - Defender
    3) Reserved
    4) Open
    5) Open
    6) Open
    7) Open
    8) Open

    Please remember these TFs can take a little more time due to occuring in the Shadow Shard. Make sure you have some form of Flight Power (Travel Power or Jet Pack). I would advise against Rogue characters from joining due to having to travel in and out of the Shard several times.

    Have a great weekend!
  5. This is starting up in about 20 minutes!
    Here is the list of Bank Jobs in order and which badge they reward:
    Atlas Park = Global Threat
    Kings Row = King Maker
    Skyway City = Road Raged
    Steel Canyon = Steel Worker
    IP = Tyrannical
    Talos Island = Talon of Talos
    Brickstown = Brickhouse
    Founder's = Anarchist
    Peregrine = Gate Crasher

    I'll actually be starting this on my Dominator, Clean-Slate. I have to swap around some on toons to get all the missions in so if you lose me, check for Clean-Slate or Beauty Berry.
  6. That's right! The Mayhem Marathon is back for more!
    Saturday May 7th at 4pm ET I will be running every Mayhem mission (Villain side bank missions). We'll be starting in Port Oakes with the Atlas Park Mayhem. Now is your chance to get all those exploration badges you missed for the accolade!

    Here is a list of the Mayhem Mission & the zone it will be starting in:
    Mayhem Start Zone
    Atlas Park = Port Oakes – West
    Kings Row = Cap Au Diable – East
    Skyway City = Cap Au Diable – East
    Steel Canyon = Sharkhead – Middle
    IP = Nerva – Neish
    Talos Island = St. Martial – NW
    Brickstown = St. Martial – NW
    Founder's = Grandville
    Peregrine = Grandville

    I will be leading this on my widow, Beauty Berry. If there more than 8 people we will cycle people in and out for each mission. We will stay on each map until we get everyone cycled through for the badge. While in the mission I encourage everyone to smash as much stuff as they can for extra badges and to extend the mission timer, but please, do NOT go to the bank unless I call for it.

    Time subject to change based on feedback but date will be Saturday, May 7th.
  7. Here is the list of each Safeguard mission and which zone the entrance is located:
    Safeguard -> Start Zone
    Atlas Park -> Kings Row
    Kings Row -> Steel Canyon
    Skyway City -> Skyway City
    Steel Canyon -> Talos Island
    IP -> IP
    Talos Island -> Founder's
    Brickstown -> Brickstown
    Founder's -> Peregrine
    Peregrine -> Peregrine
  8. We can dance if we want to
    We can leave your friends behind
    'Cause your friends don't dance and if they don't dance
    Well they're no friends of mine...


    On Sunday Feb 6th at 4pm ET JMC will be hosting a Safeguard Mission Marathon. We have every Hero side Bank mission lined up and ready to go to get all the Exploration Badges for the Safeguards. Same idea as the Mayhem Marathon - I will form a team, start the mission then once each person gets the exploration badge they will exit the map and I will invite those waiting outside. I will post the full list of each Safeguard Mission (Map) and what Zone it starts in later this weekend. We spend about 20 minutes on each map swapping people in so plan accordingly for time.

    If you have any questions you can look me up in game. I'll be leading this on Aurelina Berry.


    Thanks!
  9. I will be running a Mayhem Marathon sponsored by Jupiter Mining Corporation & Ultimate Solution on Saturday January 8th at 3pm ET. We have every Mayhem Mission (Villain Bank Mish) lined up on various alts. Plan is to start around 3pm ET with the Atlas Park Mayhem. We'll swap people in and out of the team as needed to get as many people the badges. Should the time change at all I'll update here.

    Now is your chance to get all the exploration badges you need for Invader!
  10. Okay, just going to add in some numbers here for point reference to reply.
    Quote:
    Originally Posted by Alpha_A View Post
    ...(1)For one, running all of those Leadership powers puts a heavy drain on your Endurance (to the tune of ~.50 End/Second.) Another thing, as Fury alluded to, Brute Leadership provides an incredibly small buff for the price you pay in power-picks, slots, and Endurance (Look at the bottom of: http://wiki.cohtitan.com/wiki/Leadership)

    (2)Also, your build has neither Build Up nor Hasten (obviously choosing the Leadership pool over it), two powers that simply can't be overlooked for added damage which, in my opinion, is a Brute's number one job. Active Defense is easy to keep Perma'd, and there's really no excuse not to build for that, instead hoping to buy even more expensive IOs to make this build semi-useful.
    ...

    (3)Another thing. I was really surprised when you mentioned picking up powers to "pull" mobs....
    Just my 2 inf.!

    ~Alpha
    (1) I haven't really been having an issue running all 8 of the SD & Leadership Toggles & Fighting lately. It was hard ealier to just run SD & Fighting toggles but has been fine since... And Damn... I didn't know that Brute's leadership was Weaker then other ATs... that's kinda lame. One problem I was having with dropping out Maneuvers for something cheaper like Combat Jumping was that CJ didn't give as much Defense. I was having issues finding a way to get back to softcap. But...

    (2) Part of what was throwing me off with Tactics was how the Chance for Build up in Gaussian's was showing up in Mid's when I'd activate the toggle. While I aggree Hasten is a great power, I personally don't like picking the power (I feel obligated to get it Perma which seems a major load of work to achieve). I do use the Build Up equiv (Focus Chi) on my Scrapper. Which leads to...

    (3) Having no ranged ability kind of bugs me. It's mostly from previous games where no ranged meant many fights I just stood around trying to look pretty. I do still use ranged abilities while in Melee; reach out and hit a mob that hasn't aggroed yet to keep the fight going or grab some more mobs before someone squishy backs up into them and I'm already surrounded and unable to move (low ceilings, can't jump over mobs). Or... when surrounded by 15 MM pets and I can't get into melee to attack an AV...


    After reviewing the feedback you all have provided me again and some other reading I did before, I think I came up with something a little more refined. I dropped out the Leadership Pool, Swapped to Build up, added in Combat Jumping and grabbed some from my Patron Pool. Part of what I'd read elsewhere is that Mu Lightning actually works well as a single target attack, enough so that it would replace Charged Brawl/Havoc Punch.

    Here is the Data Chunk from Mid's:
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    I'd actually move Build Up in sooner but just left it where it was in this list to compare it to when I had Leadership. Still leaves me struggling with AD until I get some Oblit set bonsus or LotG... but without totally rebuilding for Hasten, it will have to do (will easily be perma when fully IOed).
  11. Well I finally hit level 50 last night! Being in a level pact but the only one actively playing slowed me down. I had alternated between the two builds up to about lvl 40. At lower levels the 2nd build was really rough on the endurance but better survivability when fighting tougher mobs. I was testing on some AE missions set to +1/x4; I would run around a spawn herding the mobs together to start my AE. With build 1 I would need heals a few seconds into the pull but I could chain pull without needing any Blue Insp. With build 2 I could go an entire pull, defeating everything in the spawn without any heals but I would need a Blue Insp just about every group. If I increased difficulty to +2/4 the 1st build would get creamed without immidiate help (heals/buffs). The 2nd build was still holding it's own for the most part with only using some light (1-2 heals) help per pull. Seeing as my goal was to be able to take on large number of oppenents at once and be able to tank AVs, etc I've decided to stick with Build 2. I have modified it some as below to further tweak things.

    Once I hit lvl 47 I'd started working on my lvl 50 IOs. I've gotten most of my enhancements complete except for the LotG and Oblits. It's been a lot of fun and I'm really happy to see how well it's working. The biggest issue I have right now is not enough Recharge. This really comes in to play with that I can't keep Active Defense up 100% of the time. Once I get some of my LotG Recharges in I'll be fine but until then have to use Break Frees a bit more than I'd like.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Naikelea: Level 50 Magic Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery
    Villain Profile:
    Level 1: Charged Brawl
    • (A) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (5) Touch of Death - Damage/Recharge
    • (17) Touch of Death - Accuracy/Damage/Endurance
    • (19) Touch of Death - Damage/Endurance/Recharge
    • (21) Touch of Death - Chance of Damage(Negative)
    Level 1: Deflection
    • (A) Luck of the Gambler - Defense/Endurance
    • (3) Luck of the Gambler - Defense/Endurance/Recharge
    • (5) Luck of the Gambler - Recharge Speed
    • (31) Titanium Coating - Resistance
    • (46) Titanium Coating - Resistance/Endurance
    • (48) Titanium Coating - Resistance/Recharge
    Level 2: Battle Agility
    • (A) Luck of the Gambler - Defense/Endurance
    • (7) Luck of the Gambler - Defense/Endurance/Recharge
    • (9) Luck of the Gambler - Defense
    • (27) Luck of the Gambler - Recharge Speed
    Level 4: True Grit
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (7) Numina's Convalescence - Heal
    • (9) Numina's Convalescence - Heal/Endurance
    • (25) Steadfast Protection - Knockback Protection
    • (25) Steadfast Protection - Resistance/+Def 3%
    • (29) Steadfast Protection - Resistance/Endurance
    Level 6: Air Superiority
    • (A) Mako's Bite - Accuracy/Damage
    • (11) Mako's Bite - Damage/Endurance
    • (13) Mako's Bite - Damage/Recharge
    • (23) Mako's Bite - Accuracy/Endurance/Recharge
    • (23) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (27) Mako's Bite - Chance of Damage(Lethal)
    Level 8: Thunder Strike
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (11) Scirocco's Dervish - Damage/Endurance
    • (13) Scirocco's Dervish - Damage/Recharge
    • (17) Scirocco's Dervish - Accuracy/Recharge
    • (19) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (21) Force Feedback - Chance for +Recharge
    Level 10: Active Defense
    • (A) Recharge Reduction IO
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Fly
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    Level 16: Against All Odds
    • (A) Endurance Reduction IO
    Level 18: Chain Induction
    • (A) Mako's Bite - Accuracy/Damage
    • (33) Mako's Bite - Damage/Endurance
    • (33) Mako's Bite - Damage/Recharge
    • (33) Mako's Bite - Accuracy/Endurance/Recharge
    • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (34) Mako's Bite - Chance of Damage(Lethal)
    Level 20: Phalanx Fighting
    • (A) Kismet - Accuracy +6%
    Level 22: Health
    • (A) Miracle - +Recovery
    • (31) Miracle - Heal/Endurance
    • (34) Miracle - Heal
    • (36) Regenerative Tissue - +Regeneration
    Level 24: Stamina
    • (A) Performance Shifter - EndMod
    • (36) Performance Shifter - EndMod/Recharge
    • (37) Performance Shifter - EndMod/Accuracy/Recharge
    • (37) Performance Shifter - Accuracy/Recharge
    • (37) Performance Shifter - EndMod/Accuracy
    • (39) Performance Shifter - Chance for +End
    Level 26: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Defense
    • (48) Luck of the Gambler - Defense/Endurance/Recharge
    Level 28: Boxing
    • (A) Accuracy IO
    Level 30: Grant Cover
    • (A) Luck of the Gambler - Recharge Speed
    Level 32: Lightning Rod
    • (A) Obliteration - Damage
    • (42) Obliteration - Accuracy/Recharge
    • (42) Obliteration - Damage/Recharge
    • (42) Obliteration - Accuracy/Damage/Recharge
    • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (43) Obliteration - Chance for Smashing Damage
    Level 35: Shield Charge
    • (A) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (40) Obliteration - Damage/Recharge
    • (40) Obliteration - Accuracy/Damage/Recharge
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (43) Obliteration - Chance for Smashing Damage
    Level 38: Tough
    • (A) Aegis - Resistance/Endurance
    • (39) Aegis - Resistance/Recharge
    • (39) Aegis - Endurance/Recharge
    Level 41: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 44: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense/Endurance
    • (50) Luck of the Gambler - Defense/Recharge
    • (50) Luck of the Gambler - Defense/Endurance/Recharge
    Level 47: Vengeance
    • (A) Adjusted Targeting - To Hit Buff/Recharge
    • (50) Adjusted Targeting - To Hit Buff
    Level 49: Mu Lightning
    • (A) Range IO
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Fury
    Level 6: Ninja Run

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  12. Quote:
    Originally Posted by Fury Flechette View Post
    I'd rather build my brutes for individual toughness and to deliver as much damage as possible. I noticed that you skipped build up in both builds, which I think is mistake. I'd also take hasten if possible and try to bring up the two mini-nukes (LR, shield charge) up faster. Killing stuff provides far better mitigation that turtling in the back and providing defensive bonuses.
    All valid. I'm finding that I'm already 2-shotting Lts (at lvl 37) and Bosses are easy to finish off with TS (AS is really nice to keep the boss bouncing). Walking in with AaO, hitting TS while waiting for the count to build up and Fury then using LR & SC really seems to be handling things fine though. And when I'm not getting bounced around by 16-20 MM pets there's usually 1-2 other melee right with me.
    I felt that while Maneuvers does cost more End than CJ I get basically the same bonus while being able to help the team as well. Until I had got Stamina, End had been tight but lately, with just 2 End Mods in Stam I haven't been having any issues running all my toggles (no tactics yet). I used similar logic picking Tactics vs Build Up as with AaO and near fully Fury, I didn't see the boost from BU as needed. Figured more consistent to-hit buff would be better. Granted, take away my AaO bonus and I'm sure my tune would change.

    I do have a question re:MM pets though and the buffs (since my main friend I play with is a MM)... Does GC & Leadership buffs hit the pets? I'd assume Leadership does but not as sure on GC. The pets don't seem to help with Phalanx Fighting - is that true?
  13. I've been leveling up an Elec Melee/Shield Defense Brute and having a great time with it. Even with just IOs I can handle good sized groups and with a little backup can tank pretty well. Have tanked some ITFs and surpised at how well they went (I'll thank the group buffs for most of it). While looking ahead at how I want my lvl 50 build to be I've come up with 2 options. The 1st build is the original one I came up with while trying to avoid having to take all the normal toggles (Tough/Weave/CJ) and still pick up some powers that provide the group some buffs/protection. The 2nd build I wanted to work in Tough & Weave so that I could increase my health and resistances while still maintaining some group buffs.

    What I'm working on is a Brute that is capable of tanking, helping keep the group alive (through buffs & tanking) and is capable of dishing out damage (and yeah, large spawn smashing is fun!). And if anyone was curious, the idea came from my Thane back in DAoC - was able to tank a lot, do some damage and provided protection to the team.


    Looking to see what you all think of the two builds, what you like/dislike about them or any other comments.


    Build 1
    Notes: Melee & Ranged Defense soft-capped, AoE just under soft-cap; if at least 1 team member within range for Phalanx Fighting AoE will soft-cap. Avoiding Tough/Weave/CJ - going for more Group buffs. Don't really need Taunt but have been using it for ranged pulls and LoS pulls. I like the idea of One with the Shield for terms of fighting character design & idea. Figured Electrifying Fences as a maybe tool, or swap to Mu Lighting for a longer range pull.
    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Naikelea: Level 50 Magic Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery
    Villain Profile:
    Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(21)
    Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(31)
    Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(29), RedFtn-EndRdx(29)
    Level 4: True Grit -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-Psi/Status(9), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(25)
    Level 6: Air Superiority -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(27)
    Level 8: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Rchg(11), Erad-Dmg/Rchg(13), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-%Dam(21)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Swift -- Run-I(A)
    Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15), Zephyr-Travel(15)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
    Level 20: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 22: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(34), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36), Numna-Heal(50), Numna-Regen/Rcvry+(50)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(39)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
    Level 28: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(39), Mocking-Acc/Rchg(40), Mocking-Taunt/Rng(40), Mocking-Rchg(40)
    Level 30: Grant Cover -- LkGmblr-Rchg+(A)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(46)
    Level 38: One with the Shield -- S'fstPrt-ResDam/Def+(A)
    Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
    Level 44: Vengeance -- LkGmblr-Rchg+(A)
    Level 47: Hurdle -- Jump-I(A)
    Level 49: Electrifying Fences -- Acc-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 6: Ninja Run

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    Build 2
    Notes: Melee, Ranged and AoE all soft-capped. Greater Health & S/L Resist (slightly lower other resists). Tough & Weave in build while still keeping group buffs (Leadership Pool and Grant Cover). Build is more expensive. No ranged abilities to pull (Yeah, could just use temp powers). I just kinda threw in the Karma:KB Prot in Battle Agility as I wasn't sure where else I'd toss that point.
    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Naikelea: Level 50 Magic Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting
    Villain Profile:
    Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(21)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Rchg+(5), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResKB(46), S'fstPrt-ResDam/EndRdx(48)
    Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(9), LkGmblr-Rchg+(27), Krma-ResKB(48)
    Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(25), Numna-Heal(25), Numna-Regen/Rcvry+(29)
    Level 6: Air Superiority -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(27)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(11), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(19), FrcFbk-Rechg%(21)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Swift -- Run-I(A)
    Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15), Zephyr-Travel(15)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
    Level 20: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 22: Health -- Mrcl-Rcvry+(A), Mrcl-Heal/EndRdx(31), Mrcl-Heal(34), RgnTis-Regen+(36)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(39)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(48)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Grant Cover -- GftotA-Run+(A)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
    Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39)
    Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
    Level 47: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(50)
    Level 49: Hurdle -- Jump-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 6: Ninja Run

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    Thanks!

    ~Naik
  14. Quote:
    Originally Posted by Postagulous View Post
    I always take hurdle as it help with vertical as well as horizontal movement.
    I tend toward Swift as Hurdle you have to actually jump to get the boost from. Hurdle can require a bit more finess at times. Also with NR's sort of climb ability, Jump pack and Raptor pack I can get over most obstacles without much difficulty. Not aways as quick/smooth as having passive hurdle, but managable. I figure I'll pick up Hurdle on my current crap build to see what I think of it, then pick accordingly.

    Quote:
    Originally Posted by Postagulous View Post
    For your stealth/ghosting needs, I would pick up an Unbounded +stealth 15.
    That does seem worthwhile to add in either way. Unbounded Stealth has a better stealth range listed than the Stealth ability itself. O_o Any idea how much of Stealth's Defense bonus is lost when attacking? I had a bit of cushion before but changes to BotZ will hurt that.

    Quote:
    Originally Posted by Postagulous View Post
    All the good stuff already happens in Crushing Impact by five of them. And if you're going to load up Stamina w Performance Shifters, why stop at 5? Six is the goal.
    While there's not much of a set bonus from Crushing Impact at 6, the Slot itself still gives a bonus. I guess could drop in a Proc based IO or the like.
    Most builds I see with Performance Enhancer stop at 3. I thought the 4 & 5 set bonus (minor end rec and DamageBuff) were worth getting but the 6 piece bonus (AoE Def) wasn't needed as AoE was already my highest Defense.

    You ended up with about 24% more Accuracy from all the LotG whereas my initial build has 7.5% more Damage (Red Fortune, etc). How much does that high Accuracy play in?


    Quote:
    Originally Posted by Daemodand View Post
    I really need to get cracking on that MA/SR guide I've been meaning to write.
    Please do!! :P Most of what I could find was many issues old or the links to them no longer worked.
  15. Thanks for the feedback Mercator.
    I threw in Elude with the idea it could cover me on those times where I dove in over my head or was soloing something I haven't done yet. I've no experience soloing AVs nor have I seen how much stuff will get into -Def on me. Also figured the bonus Regen would be useful. It seemed more worthwhile than Conserve Power. I had thought of picking up Energy Torrent though for another AE...
    The upcoming changes to BotZ will drop my from ~47 Melee/Ranged Def to ~45.2 Def... still Softcapped (right?) but a lot less wiggle.
  16. Anyone have some suggestions or other critique on this build? This will be my first 50 and really my first build so would like to make sure I'm not doing something goofy.

    I did notice I'd put an Endurance IO in Focused Senses when I meant it to be Def/Rec. I was thinking of swapping out Conserve Power in favor of Focused Accuracy. Any thoughts on this or the other powers I have selected?

    Thanks!

    Here is the updated Mid's Code.
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  17. I'm working on a build for a MA/SR Scrapper and want to keep Stealth in the build as part of the character theme. As such, I pick up Stealth early on. I get around well enough with Ninja Run, especially when I get a little help from a Kin. I'd also like to keep Recall Friend available sometime around the mid-levels to help gather up the team or for stealthing missions.

    According to Mids' I should have just over the defense softcap with this setup. If anyone has comments or suggestions I'd love to hear them. I figure I can play around with some of the powers/slots on the later powers if need be or do something like swap Hurdle and Swift if it's worth it.

    Thanks!

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Aurelina: Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Concealment
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Teleportation
    Ancillary Pool: Body Mastery
    Hero Profile:
    Level 1: Storm Kick
    • (A) Crushing Impact - Accuracy/Damage
    • (15) Crushing Impact - Damage/Endurance
    • (15) Crushing Impact - Damage/Recharge
    • (21) Crushing Impact - Accuracy/Damage/Recharge
    • (23) Crushing Impact - Accuracy/Damage/Endurance
    • (37) Crushing Impact - Damage/Endurance/Recharge
    Level 1: Focused Fighting
    • (A) Red Fortune - Defense/Endurance
    • (3) Red Fortune - Defense/Endurance/Recharge
    • (5) Red Fortune - Defense
    • (13) Red Fortune - Defense/Recharge
    Level 2: Focused Senses
    • (A) Red Fortune - Defense/Endurance
    • (3) Red Fortune - Defense/Endurance/Recharge
    • (5) Red Fortune - Defense
    • (13) Red Fortune - Endurance
    Level 4: Agile
    • (A) Gift of the Ancients - Defense/Endurance
    • (9) Gift of the Ancients - Defense
    • (39) Gift of the Ancients - Run Speed +7.5%
    • (39) Kismet - Accuracy +6%
    Level 6: Stealth
    • (A) Luck of the Gambler - Defense/Endurance
    • (7) Luck of the Gambler - Defense/Recharge
    • (7) Luck of the Gambler - Defense/Endurance/Recharge
    • (9) Luck of the Gambler - Defense
    Level 8: Swift
    • (A) Run Speed IO
    Level 10: Crane Kick
    • (A) Mako's Bite - Accuracy/Damage
    • (11) Mako's Bite - Damage/Endurance
    • (11) Mako's Bite - Damage/Recharge
    • (31) Mako's Bite - Accuracy/Endurance/Recharge
    • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (40) Mako's Bite - Chance of Damage(Lethal)
    Level 12: Focus Chi
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 14: Health
    • (A) Regenerative Tissue - Heal/Endurance
    • (36) Regenerative Tissue - Heal/Recharge
    • (43) Regenerative Tissue - +Regeneration
    • (48) Numina's Convalescence - Heal/Endurance
    • (48) Numina's Convalescence - Heal
    • (48) Numina's Convalescence - +Regeneration/+Recovery
    Level 16: Dodge
    • (A) Serendipity - Defense/Endurance
    • (17) Serendipity - Defense/Recharge
    • (17) Serendipity - Defense
    • (39) Serendipity - Defense/Endurance/Recharge
    Level 18: Crippling Axe Kick
    • (A) Touch of Death - Accuracy/Damage
    • (19) Touch of Death - Damage/Endurance
    • (19) Touch of Death - Damage/Recharge
    • (21) Touch of Death - Accuracy/Damage/Endurance
    • (23) Touch of Death - Damage/Endurance/Recharge
    • (37) Touch of Death - Chance of Damage(Negative)
    Level 20: Practiced Brawler
    • (A) Recharge Reduction IO
    Level 22: Stamina
    • (A) Performance Shifter - EndMod
    • (25) Performance Shifter - EndMod/Recharge
    • (25) Performance Shifter - EndMod/Accuracy
    • (31) Performance Shifter - EndMod/Accuracy/Recharge
    • (43) Performance Shifter - Chance for +End
    Level 24: Combat Jumping
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    Level 26: Dragon's Tail
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (27) Scirocco's Dervish - Damage/Endurance
    • (27) Scirocco's Dervish - Damage/Recharge
    • (29) Scirocco's Dervish - Accuracy/Recharge
    • (29) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (37) Scirocco's Dervish - Chance of Damage(Lethal)
    Level 28: Recall Friend
    • (A) Time & Space Manipulation - Range
    • (31) Time & Space Manipulation - Endurance
    Level 30: Lucky
    • (A) Gift of the Ancients - Defense/Endurance
    • (34) Gift of the Ancients - Defense/Endurance/Recharge
    • (34) Gift of the Ancients - Defense
    • (46) Gift of the Ancients - Run Speed +7.5%
    Level 32: Eagles Claw
    • (A) Razzle Dazzle - Accuracy/Recharge
    • (33) Razzle Dazzle - Endurance/Stun
    • (33) Razzle Dazzle - Accuracy/Endurance
    • (33) Razzle Dazzle - Stun/Range
    • (46) Razzle Dazzle - Accuracy/Stun/Recharge
    • (46) Razzle Dazzle - Chance of Immobilize
    Level 35: Evasion
    • (A) Red Fortune - Defense/Endurance
    • (36) Red Fortune - Defense/Recharge
    • (36) Red Fortune - Defense
    • (50) Red Fortune - Defense/Endurance/Recharge
    Level 38: Quickness
    • (A) Run Speed IO
    Level 41: Conserve Power
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 44: Physical Perfection
    • (A) Miracle - Heal/Endurance
    • (45) Miracle - Heal
    • (45) Miracle - +Recovery
    Level 47: Elude
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 49: Hurdle
    • (A) Jumping IO
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Endurance Reduction IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Critical Hit

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  18. I'm working on a MA/SR scrapper as well and am trying to work out a build that keeps Stealth in it while reducing the number of active toggles I need to run. I haven't got any characters high level yet so don't know how hard/expensive some of the sets are to get. I'm not as concerned with massive damage output but more in being able to survive and have fun running around.

    Some general questions before the build... What are the animations for Boxing and Kick? Is boxing similar to Brawl? Are these 2 attacks good enough to actively use (Kick vs Crane Kick)?

    I've been able to reach the 45% soft Def cap without having to actively run Weave (according to Mids') but I'm looking for any sort of feedback (be it power change, set change, activate different toggles, etc). I would like to keep the active toggles down to no more than 5 (if possible) and without going into highly expensive builds. Thanks!


    Here's what I came up with...
    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Aurelina: Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Concealment
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick
    • (A) Crushing Impact - Accuracy/Damage
    • (15) Crushing Impact - Damage/Endurance
    • (15) Crushing Impact - Damage/Recharge
    • (21) Crushing Impact - Accuracy/Damage/Recharge
    • (23) Crushing Impact - Accuracy/Damage/Endurance
    • (37) Crushing Impact - Damage/Endurance/Recharge
    Level 1: Focused Fighting
    • (A) Red Fortune - Defense/Endurance
    • (3) Red Fortune - Defense/Endurance/Recharge
    • (5) Red Fortune - Defense
    • (13) Red Fortune - Defense/Recharge
    Level 2: Focused Senses
    • (A) Red Fortune - Defense/Endurance
    • (3) Red Fortune - Defense/Endurance/Recharge
    • (5) Red Fortune - Defense
    • (13) Red Fortune - Endurance
    Level 4: Agile
    • (A) Luck of the Gambler - Defense/Endurance
    • (9) Luck of the Gambler - Defense/Recharge
    • (9) Luck of the Gambler - Endurance/Recharge
    • (39) Luck of the Gambler - Recharge Speed
    Level 6: Stealth
    • (A) Gift of the Ancients - Defense/Endurance
    • (7) Gift of the Ancients - Defense/Endurance/Recharge
    • (7) Gift of the Ancients - Defense
    • (31) Gift of the Ancients - Run Speed +7.5%
    • (39) Gift of the Ancients - Defense/Recharge
    Level 8: Swift
    • (A) Run Speed IO
    Level 10: Boxing
    • (A) Mako's Bite - Accuracy/Damage
    • (11) Mako's Bite - Damage/Endurance
    • (11) Mako's Bite - Damage/Recharge
    • (40) Mako's Bite - Accuracy/Endurance/Recharge
    • (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (43) Mako's Bite - Chance of Damage(Lethal)
    Level 12: Focus Chi
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 14: Health
    • (A) Regenerative Tissue - Heal/Endurance
    • (36) Regenerative Tissue - Heal/Recharge
    • (43) Regenerative Tissue - +Regeneration
    • (48) Numina's Convalescence - Heal/Endurance
    • (48) Numina's Convalescence - Heal
    • (48) Numina's Convalescence - +Regeneration/+Recovery
    Level 16: Dodge
    • (A) Serendipity - Defense/Endurance
    • (17) Serendipity - Defense/Recharge
    • (17) Serendipity - Defense
    • (39) Serendipity - Defense/Endurance/Recharge
    Level 18: Crippling Axe Kick
    • (A) Touch of Death - Accuracy/Damage
    • (19) Touch of Death - Damage/Endurance
    • (19) Touch of Death - Damage/Recharge
    • (21) Touch of Death - Accuracy/Damage/Endurance
    • (23) Touch of Death - Damage/Endurance/Recharge
    • (37) Touch of Death - Chance of Damage(Negative)
    Level 20: Practiced Brawler
    • (A) Recharge Reduction IO
    Level 22: Stamina
    • (A) Performance Shifter - EndMod
    • (25) Performance Shifter - EndMod/Recharge
    • (25) Performance Shifter - EndMod/Accuracy
    • (31) Performance Shifter - EndMod/Accuracy/Recharge
    • (43) Performance Shifter - Chance for +End
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (31) Steadfast Protection - Resistance/Endurance
    • (34) Steadfast Protection - Knockback Protection
    Level 26: Dragon's Tail
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (27) Scirocco's Dervish - Damage/Endurance
    • (27) Scirocco's Dervish - Damage/Recharge
    • (29) Scirocco's Dervish - Accuracy/Recharge
    • (29) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (37) Scirocco's Dervish - Chance of Damage(Lethal)
    Level 28: Weave
    • (A) Kismet - Accuracy +6%
    Level 30: Lucky
    • (A) Gift of the Ancients - Defense/Endurance
    • (34) Gift of the Ancients - Defense/Endurance/Recharge
    • (34) Gift of the Ancients - Defense
    • (46) Gift of the Ancients - Run Speed +7.5%
    Level 32: Eagles Claw
    • (A) Stupefy - Accuracy/Recharge
    • (33) Stupefy - Endurance/Stun
    • (33) Stupefy - Accuracy/Endurance
    • (33) Stupefy - Stun/Range
    • (46) Stupefy - Accuracy/Stun/Recharge
    • (46) Stupefy - Chance of Knockback
    Level 35: Evasion
    • (A) Red Fortune - Defense/Endurance
    • (36) Red Fortune - Defense/Recharge
    • (36) Red Fortune - Defense
    • (50) Red Fortune - Defense/Endurance/Recharge
    Level 38: Quickness
    • (A) Run Speed IO
    Level 41: Conserve Power
    • (A) Recharge Reduction IO
    Level 44: Physical Perfection
    • (A) Miracle - Heal/Endurance
    • (45) Miracle - Heal
    • (45) Miracle - +Recovery
    Level 47: Elude
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 49: Hurdle
    • (A) Jumping IO
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Endurance Reduction IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Critical Hit

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|