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Posts
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Joined
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I'm running a Thug/FF now. At level 14 all of his minions have 21% Defense to all with one Enforcer. Can't wait for the next one and my Dispersion Bubble.
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Quote:Logitech.And this is why PC mice will always be superior to Apple mice. "Smart mouse" indeed. I use a Mac at work that's beautiful and powerful and I want a freakin' robot cat to eat that stupid mouse.
The LX6 is old, and I still use it.
(Mighty Mouse my ***-- and that's coming from a die-hard mac user.) -
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Claws/SR. It's like playing a rotary saw in a force field.
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If you edit a post within a certain time of posting it the Edited By field won't show up at the bottom.
DEBUNK'D -
Quote:The Bruiser is essentially a Super Strength Brute. He generates Fury and is a melee combatant. When fully upgraded, he has KO Blow, Foot Stomp, Jab, Punch, Haymaker, Hand Clap and Hurl.I'm still kinda new to non-Demon MMs. What does the bruiser do, describe the enforcers +defense and how it works. And what is the arsonist? tier 1, 2, or 3(assuming bruiser) pets? If its a small minnion of the tier 1 level 1 variety It seems to me they die a little fast.
the to hit i'm not worried about, slotting + supremecy + tactics make that a non-issue for me. I only play blueside.
The Enforcers have their own Leadership pool, and it's incredibly effective. Slotted with one +Defense IO each Enforcer will bring about 10% defense to all, making for 20% defense when you have both. They also have Tactics and Assault.
The Arsonist is your level 18 Tier 1 pet. He's essentially a Fire Corruptor. His abilities can Scourge, and he also has Fire Patches (like Burn) that will rip enemies to pieces. Because he is almost completely AoE, he dies ALL THE TIME. Pain Domination has lots of healing, so it helps to keep the Arsonist alive when he inadvertently takes an alpha strike.
I mention ToHit because World of Pain has a +ToHit component, which will stack with Supremacy, Tactics and the Enforcer's tactics. The Bruiser has a great chunk of inherent resistance, so WoP will also aid him. -
Lots and lots of ToHit, the ability to heal allies that have a good chunk of inherent defense (Enforcers), stacked +Damage, putting Painbringer on the Bruiser, Anguishing Cry coupled with the gobs of AoE, the ability to use Share Pain on an enemy and reap the damage bonus with your Patron/inherent attacks, actually being able to keep the damn Arsonist alive(!).
It's incredibly synergistic. -
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Thugs/Pain is a great combo. I have a 36 Demon/Dark, and he's able to pull 3-4 x5 mobs at once (tested on accident) with minimal casualties.
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I did that because it softcapped me to S/L. Not my pets, but the mastermind himself. I suppose I could dink with it a little and see if I could drop Maneuvers in favor of taking Provoke/Aid Other sooner, or perhaps even Detention Field. Right now he's at level 10; taking Detention would be some good mitigation.
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Quote:I'd expect that from Interface.Omega slot will give us the 'I Win Button'.
Just kidding.
But maybe Omega slot will do something completely weird to us, like give us Reaction commands, or give us something like fighting game super attacks/finishers -
Quote:No. It would be like taking Sonic/Thermal/Cold and skipping the two shields they offer.Therefore, back to the original topic... is there any good reason to skip the small bubbles? Is there anyone (outside of Larker, who's said his piece), who it's this is really a viable power selection strategy to skip the individual shields?
Take them and use them, regardless of what magicj says, because quite frankly his reasoning is unquestionably flawed. -
"I'm a radiation emission user. I have an X-Ray machine, an MRI, a defibrillator, adrenalin shots, two devices that can cripple your enemies, a giant dampening field, choking radiation gas, and this band-aid right here."
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Quote:You took the ally bubbles? Lame, just spam heals with Aid Other.
I keed, I keed.
Quote:As for power selection, it's quite similar to my Thugs/FF. I think our only difference is I took the Mace immob and you took veng. I'm definitely not suggesting you switch those, veng is plenty good and gives you an lotg mule to boot. Oh yeah, I took the cage instead of Force Bubble. Again, I have no real preference of one over the other. In other words, yours looks solid.
Quote:The powers look good. Taking all leaderships is a solid choice to maximize pets and team potential. There are a number of good pool powers. It's hard not to take PFF and aid self, which are the only two powers I MIGHT sub out in an alternate build. Recall friend can be tasty for pets that get stuck, which does appear to be occurring less and less these days. There is one mastermind power from robots I am tempted to take - again let me emphasis, current powers presented look great - as I love to stack me some stuns with the photon grenades.
edit: oops I am on cold meds. You did say thugs not robots
I didn't know that. Hm. I'll have to look at what to swap out. Can I ask you all something? What makes Repulsion Bomb a good choice over Detention Field? I feel like, if I were to drop anything for Detention, it'd be the Bomb. -
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I'm going to throw up my list of preferred powers and post my build at a later time, as I'm at work (and also bored due to a service outage).
Basically, the character is a gang leader who witnessed a dirty cop kill someone. The cop saw his face, had him arrested, and because of his rap sheet no one believed that he was innocent. He was put on Death Row in the Zig, where the lethal injection was botched (or was it?), altering his body chemistry granting him the ability to emit a non-Newtonian liquid that forms bubbles and hardens significantly on impact. He used this liquid to literally walk out of the Zig, and is now linked back up with his old gang. He wants to prove his innocence but may have to get his hands dirty.
And now, the powers I have set up.
*Law & Order doink doink noise*
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Rap Sheet: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Force Field
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Presence
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs- (A) Blood Mandate - Accuracy/Damage: Level 50
- (3) Blood Mandate - Accuracy: Level 50
- (9) Blood Mandate - Accuracy/Endurance: Level 50
- (23) Blood Mandate - Damage: Level 50
- (34) Blood Mandate - Accuracy/Damage/Endurance: Level 50
- (A) Kinetic Crash - Accuracy/Knockback: Level 50
- (11) Kinetic Crash - Accuracy/Damage/Knockback: Level 50
- (A) Red Fortune - Defense: Level 50
- (3) Red Fortune - Endurance: Level 50
- (37) Red Fortune - Defense/Endurance: Level 50
- (39) Red Fortune - Defense/Recharge: Level 50
- (43) Red Fortune - Defense/Endurance/Recharge: Level 50
- (A) Red Fortune - Defense: Level 50
- (5) Red Fortune - Endurance: Level 50
- (37) Red Fortune - Defense/Endurance: Level 50
- (39) Red Fortune - Defense/Endurance/Recharge: Level 50
- (43) Red Fortune - Defense/Recharge: Level 50
- (A) Endurance Reduction IO: Level 50
- (7) Endurance Reduction IO: Level 50
- (A) Endurance Reduction IO: Level 50
- (9) Endurance Reduction IO: Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (11) Luck of the Gambler - Defense: Level 50
- (34) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (45) Luck of the Gambler - Endurance/Recharge: Level 50
- (46) Luck of the Gambler - Recharge Speed: Level 50
- (A) Blood Mandate - Accuracy: Level 50
- (13) Blood Mandate - Accuracy/Damage: Level 50
- (13) Blood Mandate - Damage/Endurance: Level 50
- (23) Blood Mandate - Accuracy/Endurance: Level 50
- (33) Blood Mandate - Accuracy/Damage/Endurance: Level 50
- (40) HamiO:Membrane Exposure
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (A) Luck of the Gambler - Defense: Level 50
- (17) Luck of the Gambler - Defense/Endurance: Level 50
- (17) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (50) Luck of the Gambler - Recharge Speed: Level 50
- (A) Sovereign Right - Resistance Bonus: Level 50
- (19) Edict of the Master - Defense Bonus: Level 40
- (19) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
- (34) Call to Arms - Defense Bonus Aura for Pets: Level 30
- (A) Red Fortune - Defense: Level 50
- (21) Red Fortune - Endurance: Level 50
- (21) Red Fortune - Defense/Endurance: Level 50
- (25) Red Fortune - Defense/Endurance/Recharge: Level 50
- (40) Red Fortune - Defense/Recharge: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (45) Defense Buff IO: Level 50
- (A) Jumping IO: Level 50
- (25) Jumping IO: Level 50
- (A) Blood Mandate - Accuracy: Level 50
- (27) Blood Mandate - Damage: Level 50
- (27) Blood Mandate - Accuracy/Damage: Level 50
- (31) Blood Mandate - Damage/Endurance: Level 50
- (33) Blood Mandate - Accuracy/Endurance: Level 50
- (A) Doctored Wounds - Heal: Level 50
- (29) Doctored Wounds - Recharge: Level 50
- (29) Doctored Wounds - Heal/Recharge: Level 50
- (40) Doctored Wounds - Heal/Endurance: Level 50
- (A) Doctored Wounds - Heal: Level 50
- (31) Doctored Wounds - Recharge: Level 50
- (31) Doctored Wounds - Heal/Recharge: Level 50
- (46) Doctored Wounds - Heal/Endurance: Level 50
- (A) Endurance Reduction IO: Level 50
- (33) Endurance Reduction IO: Level 50
- (A) Razzle Dazzle - Accuracy/Recharge: Level 30
- (36) Razzle Dazzle - Endurance/Stun: Level 30
- (36) Razzle Dazzle - Accuracy/Endurance: Level 30
- (36) Razzle Dazzle - Stun/Range: Level 30
- (37) Razzle Dazzle - Accuracy/Stun/Recharge: Level 30
- (A) Endurance Reduction IO: Level 50
- (39) Endurance Reduction IO: Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (42) Luck of the Gambler - Defense: Level 50
- (42) Luck of the Gambler - Defense/Recharge: Level 50
- (42) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (43) Luck of the Gambler - Recharge Speed: Level 50
- (A) Recharge Reduction IO: Level 50
- (45) Recharge Reduction IO: Level 50
- (A) Perfect Zinger - Taunt: Level 50
- (48) Perfect Zinger - Taunt/Recharge: Level 50
- (48) Perfect Zinger - Taunt/Recharge/Range: Level 50
- (48) Perfect Zinger - Accuracy/Recharge: Level 50
- (50) Perfect Zinger - Taunt/Range: Level 50
- (50) Perfect Zinger - Chance for Psi Damage: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
Level 1: Brawl- (A) Empty
- (A) Endurance Reduction IO: Level 50
Level 2: Rest- (A) Empty
- (A) Run Speed IO: Level 50
- (A) Miracle - +Recovery: Level 40
- (A) Jumping IO: Level 50
- (A) Endurance Modification IO: Level 50
- (5) Endurance Modification IO: Level 50
- (7) Performance Shifter - Chance for +End: Level 50
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 10% Defense
- 4.375% Defense(Smashing)
- 4.375% Defense(Lethal)
- 11.25% Defense(Fire)
- 11.25% Defense(Cold)
- 4.063% Defense(Melee)
- 14.06% Defense(AoE)
- 2% Enhancement(Stun)
- 8% Enhancement(Heal)
- 27% Enhancement(Accuracy)
- 57.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 54.21 HP (6.751%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 5.5%
- MezResist(Immobilize) 6.6%
- MezResist(Stun) 4.95%
- MezResist(Terrorized) 7.15%
- 9% (0.15 End/sec) Recovery
- 40% (1.341 HP/sec) Regeneration
- 20% Resistance(Smashing)
- 20% Resistance(Lethal)
- 26.3% Resistance(Fire)
- 26.3% Resistance(Cold)
- 20% Resistance(Energy)
- 20% Resistance(Negative)
- 20% Resistance(Toxic)
- 20% Resistance(Psionic)
- 8% RunSpeed
Anything I should change? -
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To echo the Ninja Blade votes, don't forget that there's also Broadsword. It's very similar, with slower recharge time. It's not numerically superior but MAN, it feels SO MUCH angrier than Ninja Blade. Broad/Nin ftw.
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Honestly, just about anything can be amazing on a Brute with the exception of Energy Melee and Energy Aura.
Here are some great soloers I've seen:
Fire/Fire (Burn it!)
Elec/Invul (Unstoppably shocking)
SS/Elec (Hits like a train, siphons endurance, never dies)
SS/Fire (Orange numbers everywhere)
Elec/Fire (It burns in two ways!)
Dark/Invul (Murky and iron solid)
Dark/Will (Regenerate, eliminate!)
Dark/Dark (Late bloomer, but a GOD of power; read my guide in my sig!)
DB/Will (Slash slash heal)
Mace/Fire (I call him the welder)
Claws/SR (the force fielded rotary saw) -
Quote:I'm sorry man, but if you're going to call people on making insults, don't turn around and throw them back.Since you seem starved for my attention, I'll throw a bone your way and give you a gratz for leeching off your team to get the MSTF.
Gratz.
My Bots/FF friend and I are sitting on a MoLRSF badge. I firmly believe that were it not for his added defense the Phalanx would have shredded us regardless of what healers are capable of.
Hell, man, why do you think people prefer to pop a cluster of purple insps rather than green ones? -
Quote:I'll admit I get a little mouthy. If I do it I usually take it back later, provided I don't encounter a work emergency.Just try to cut back on the insults a bit please and stick to the discussion. It's about the pros and cons of FF's little bubbles.
I would still recommend Insulation/Deflection for MM's simply for the benefit it provides just the pets. -
Quote:I've never seen that done in raw numbers due to Insulation and Deflection having Toxic Resistance and End Drain resistance respectively, two things which aren't affected by Power Boost. Last I checked (and I remember an old thread complaining about it) if your power has an aspect that can't be boosted, the entire power can't be boosted.You most certainly can.
Contoller's Power Boost: DEF(All Types, Defense, Melee, Ranged, AOE) +122.925% for 15s
Defender's Power Build Up: DEF(All Types, Defense, Melee, Ranged, AOE) +98.34% for 12.5s
MM's Power Boost: DEF(All Types, Defense, Melee, Ranged, AOE) +65.56% for 15s
Edit: Well I'll be damned.
My mistake aside, that still doesn't account for a Granite Tank's utter lack of Psi Resist, and the fact that you can't heal a dead ally.