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Posts
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Well happy to report that my Huntsman Crab is a resounding success. I have the build above pretty much slotted outside of a few of the more expensive uniques (lucky Ragnarok drop on an ITF made that a lot less painful). I'm suprised at how survivable he is. With the defense cap for M/R/AoE/F/C, 40% to S/L and >35% def to E/NE/Psi I haven't died yet. The only things I really see killing me are extremely high damage lucky shots, and even then I have Serum to help widen that gap. That's not to mention my very high resistance to every damage type but Psi.
Now I'm not super specialized in anything particular like Linea's 4/8 ITF solo'er, but for general play I can't really think of anything that is tougher than this outside of something like a fully saturated DM/Invuln. Any concerns about endurance management can go out the window. Before cardiac I couldn't go one spawn to the next without being drained. Did 3 BAFs and with a lucky rare I was able to get T3 core and it might as well just take my endurance bar away. Don't need it!
Damage is great for something this tough. No pet powers but I'm not hurting for damage in either ST or AoE and the Radial Reactive tree is only improving upon this.
Don't wanna sound like I'm bragging. I'm just happy I found a niche for my SoA after years of respecs and trying to find a good fit for me. -
I think as long as you get the weaken combo early on you'll be golden. It's pretty good in terms of it's effect and it also happens to give you a well rounded attack chain for that level. After that I usually take what I need for Attack Vitals, which happens to be my favorite.
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I think you're looking pretty good there for team play. A good mix of defense and recharge. That build does look super expensive though. I'm thinking you could probably knock the price down significantly and not really lose much. You've also got some slotting issues. For example, your slotting in Blazing Aura is extremely light.
If I was going for a hybrid farm/team build I would go something like the build below. This build is basically 1 small purple inspiration away from the soft-cap on S/L and Melee. That will go a long way towards keeping you alive through pretty much anything. It also has perma-hasten for when you're running spiritual or if you get lucky on the force feedback proc in Thunderstrike. Unless Thunderstrike is a power that summons a psuedo-pet to do the AoE damage portion. In which case the proc is useless. Someone can correct me on that.
*NOTE* I would use Cardiac Core/Barrier for when I'm teaming and Spiritual Core/Ageless for when I'm farming. Definitely take Reactive Radial for the 75% damage proc. Judgement doesn't matter but I always suggest taking whatever tree has a higher target cap.
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: Electrical Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(40)
Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(40)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(43)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(37)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(25), FrcFbk-Rechg%(39)
Level 10: Blazing Aura -- Erad-Dmg(A), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(31), M'Strk-Dmg/EndRdx(40)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Build Up -- RechRdx-I(A), RechRdx-I(46)
Level 16: Plasma Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/EndRdx/Rchg(17), S'fstPrt-ResDam/Def+(37)
Level 18: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 20: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-%Dam(46), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48)
Level 22: Kick -- Empty(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(43)
Level 26: Temperature Protection -- GA-3defTpProc(A)
Level 28: Burn -- Erad-Dmg(A), Erad-Dmg/Rchg(29), Erad-Acc/Rchg(29), Erad-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
Level 32: Lightning Rod -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Dam%(34), M'Strk-Dmg/Rchg(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(50)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43)
Level 44: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Knock%(46)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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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 -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21) -
Quote:I really wouldn't mind at all if Stalkers became the damage kings of the Melee ATs. I tend to stay away from these threads since the last time I posted here I ended up getting stuck in this massive, circular, never ending quote war with someone. Without repeating what's already been said up-thread, if Stalkers are going to be the weakest melee AT defensively then they might as well just amp up their damage. Triple damage crits instead of double, much higher damage on AS. Just a couple of ideas.This is it. +1 bil.
Stalkers need to take out the hard targets. Not tie them up, mez them, or aggro them. Straight take them out.
They need to do so in a way that makes them; desirable on a team, scales with team size and level, not over powered.
The best way I can think of is MORE damage on the critical side. I know the critical chance is tied to team number, they also need to adjust it so that the multiplier is also. More team members translates to more damage. But not to just any mob type. In fact, in a team setting, I would debuff damage against minions, leave the amount the same on leuts, double against bosses and triple on Ebs and above.
simplified formula:
current damage(everything they have now) + team crit multiplier + mob type adjustment -
Quote:Cardiac Core should solve the end issues and I intend to take Ageless to compliment it. I never exemp so I don't worry about stuff like that.Fighting AND Leadership pools ... on top of all your VEAT toggles? How quickly are you going to be gasping for Catch a Breath? I haven't even put this into Mids' yet, and I'm frightened of what your endurance costs are going to do to your build.
You've also left Hasten until 49? I have a hard time putting off Hasten any later than Level 30, so that I can have it operational on Level 25 TFs/SFs. -
Eryq2 are you capping your defense, resistance and damage before entering the mish at the inspiration vendor? You need to do that. And like the others said, you need to set it to x8 with bosses to keep the inspirations raining. Watch the video in my sig for a full tutorial from the second you leave breakout to starting the farm. It shows you everything you need to know.
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Crab/Tank sounds like fun to me. I'm not gonna be topping any damage charts but I'm thinking I can get along nicely with Heavy Burst, Venom, Dark Oblit for AoE and a good mix of ST attacks between Bayonet, Gloom, Burst and Slice. I moved the kismet slot I had in CJ over to Heavy Burst for the -res proc.
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Hi all. I recently respec'd my Huntsman Bane into more of a straight up Bane, keeping only Heavy Burst and Venom Grenade. I went full bore on the ST attacks, thinking the great damage combined with debuffs and survivability would be a cool combo. Well it was! But the problem was my tendency to play a lot of Brutes kind of burned me out on playing my Bane so I wanna swing back into Huntsman mode.
My issue is whether I should go crab or Bane. I don't really mind the backpack but what I'm really wondering is if the extra damage resistance, dull pain power, Omega Maneuver and Spiderlings are worth sacrificing all of the extra defense from Cloaking Device. It's gonna be a lot harder and more expensive to reach the soft-cap on a crab. Thoughts?
Edit: Here's a potential build I came up with. Almost perma-hasten recharge. No pet powers but I'm soft-capped to S/L/F/C/M/R/AoE, have tons of resistance, and a crapload of +HP with perma-serum. Tell me why I never considered a crab before. Screw the Bane. I'm gonna stick with Crab. Any advice for this build?
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Slice -- T'Death-Dam%(A), T'Death-Acc/Dmg(3), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(36)
Level 1: Wolf Spider Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(48)
Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 4: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(37)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/EndRdx(9), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(19)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(11)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(13), Posi-Dmg/EndRdx(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(19)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(17), Aegis-ResDam/EndRdx/Rchg(34), Aegis-EndRdx/Rchg(34)
Level 18: Tactical Training: Assault -- EndRdx-I(A)
Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Rchg+(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25), Aegis-ResDam/EndRdx/Rchg(27), Aegis-Psi/Status(36)
Level 26: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 28: Serum -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(37)
Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(31)
Level 32: Omega Maneuver -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34)
Level 35: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 38: Bayonet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
Level 41: Gloom -- DarkWD-ToHitDeb/Rchg(A), DarkWD-Rchg/EndRdx(42), DarkWD-ToHitdeb/Rchg/EndRdx(42), DarkWD-Slow%(42), Thundr-Acc/Dmg(48), Dev'n-Acc/Dmg(48)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Assault -- EndRdx-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), P'Shift-End%(23)
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Quote:I think it's somewhat arrogant for anyone to think that they ever got one over on the devs for any of the various OP things that have cropped up over the years. It's not like the devs never knew how powerful fire tankers were, how broken monkey farms were or why they should stop AE Boss farming until people started talking about them on the forums.This whole thread reminds me a little of the old "Fire Tanker Club" days in early CoH... Firetankers were OP, knew they were OP, and the "old guard" had the "Fire Tanker Club Motto" - The First Rule of the Fire Tanker Club is, you don't talk about the Fire Tanker Club.
Then the new fire tankers started ranting about how powerful Fire Tankers were all over the forums... And Fire Tankers got nerfed to the ground.
Just saying...
I actively post about, instruct, advertise and make videos of my missions because I find them incredibly fun to play and I love doing things with the game mechanics that are out of the ordinary. Lowbie maps do not exploit the game mechanics as designed. There's no hole or secret trick to making these maps work. It just leverages the advantages of the Brute's unscaled damage bonus and the exemplar system. These are ultimately useless for anyone that isn't a Brute with specific powers. If the devs ever decided to take them away then everyone would just go back to PL'ing the old-fashioned away.
These maps allow people to level their Brutes completely solo without hassling anyone else, spamming /b for PLs, or paying people upteen millions for a farmer to drag them through a map. It also helps generate a lot of mid and low level items for the auction house which helps everyone.
Quote:I have to say doc this will perhaps get me to resub my 2nd acct. again just because I love level pact leveling. -
I love the alpha my Elec/Fire scrap is putting out but if I was gonna make a farmer I'd make the Brute. The taunt effect in BA is really important.
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I will echo the sentiment that this doesn't work great on other ATs. Even blasters with a ton of early AoEs like Fire/Fire will find that it just doesn't quite work out.
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Since the pre-reqs for pool powers are being altered in i21 you can make a Fire/Shield with top tier DPS and fit in Aid Self without having to take Aid Other or Stimulant. That's worth thinking about!
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Thinking about Leadership and the way AT mods effect things kind of makes me wonder if it would have been better off had the devs balanced certain things on an individual basis rather than just relying on the blanket approach of AT mods. Don't get me wrong, I think the AT modifier system is a wonderful idea from a development stand-point, but I just find it odd that Masterminds get among the lowest value out of Leadership when they should be on par with Defenders thematically.
Just a minor example of gameplay clashing with theme or lore or what "makes sense" in the context of the game world. -
I always tried to just ignore redraw on the few guys that I play that suffer from it but sometimes I just can't. I must admit that I find it quite annoying.
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The procs will fire even when exemped. As I learned the other day, slots continue to function even when you exemplar below the level you placed them. So for example your level 36 slots will still function even if you run this map at level 1.
Regular enhancements would simply be scaled down to severe ineffectiveness. An SO would provide something like 2% enhancement value. However, since you can't "scale down" a proc, they continue to function. Of course the damage they do is relative to your current combat level but it's still a lot of added damage which is especially useful if your inspirations slow down and you can't maintain yourself at the damage cap.
There are certain level ranges where you do hit a wall so to speak. Some stretches are intentionally designed to be slower than others since the rate of exp gain to exp needed is not linear. One of the issues is you don't get the constant inspiration bombs from leveling. I personally didn't experience any out of the ordinary difficulty when I ran mine to 50, and I've made the map even easier since then, so I doubt it's going to be an issue.
What primary/secondary are you running? -
You don't ever have to move on to a "real" farm. Check out the level 1 version of my map(see sig) if you're looking for some new scenery, but you can and people have taken these lowbie farms all the way to 50. The problem with mid-level farming is you usually don't have a great amount of IOs and you definitely don't have a lot of slots. Combined with enemy HP and difficulty increasing exponentially and you can find yourself hitting a brick wall. I'm considering moving my level 1 map to level 2 though. That way you can set it for +1 which is the most efficient setting.
If you don't have any issues with a lowbie farm keep on doing that. TopDoc reports being able to hit level 50 in 5 hours on his and I have personally run one to level 50 in 10 hours, and that was before I optimized it to be even easier than it was back then. You can cap your tickets super fast on the lowbie maps as well. We're talking 90 seconds or less depending on your power sets.
Some tips thanks to TopDoc: Slot your damage aura and pbaoe attacks with as many damage procs as you can and make sure you use any long-duration buffs you earn after level 6 like Hasten or your Tier 9 god-mode power before you enter. Even if you exemp below the level for which the power is available the powers effects will carry over into the map. If you can afford it later on and want to use the map for ticket farming you can slot cheap purples sets if your build allows for it and those set bonuses never go away if you exemp. -
Well I think DB would do more damage and has the combos to mix things up. I also find the animations and sound effects way cooler than Kat. That said, if you really want to have capped melee/lethal defense you should go for Kat. Damage should be pretty good too. You could probably make an extremely high defense build since you only have to focus on ranged/aoe defense. You'd be a damage monster with tons of mitigation.
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I don't want to end up eating crow, but if these ambush maps have been allowed to exist for this long, I don't see them getting around to changing it now. Things that everybody can exploit usually get fixed. These types of maps require highly specific conditions for the player to meet to even make it worthwhile.
Something like the monkey farm or all-boss farms were wide-spread exploits that I would consider game-breaking. -
Ah ok. I searched for cebr last night and didn't get any results. Maybe I had something filtered.
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TopDoc...
This post is amazing. Thank you for all of your extensive and time consuming work. It really is an awesome, thorough and complete explanation of how amazing lowbie farming really is. I had never considered using procs in my attacks or using powers like Ageless and Power Surge before entering the map. Those are great tips. Thanks a ton for all this info. Shameless plug for my arcs for people interested in this type of farm. See sig
Did you ever post your Arc ID? I didn't find it in there. -
Thanks fourspeed. I knew about the scaling but didn't know the level 36 slots would apply if the mish was capped at level 30.
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If I set it for 30 you'd get your powers up to 35. But wouldn't it shut off the level 36 slots?
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Yeah I wish I knew who to give credit to also. I was originally clued in to the idea in another thread by joebartender and made an ambush map that was a clone of frontload just stuck at level 3. It was pretty unsophisticated compared to what I have now. Then A Man In Black contacted me in-game and we talked about the best way to go about making one of these maps. Then he started this thread and it went from there.
I just wish double xp worked in AE...
Quote:I have 1 more publish slot and I wanted to make 2 more missions. Gonna have to choose which one is better. A map set to level 50 that is exactly the same as the ones I have but uses fire enemies, or a map set to level 31 that uses fire enemies. Level 31 was chosen because it gives you access to your powers and slots up to level 36 meaning you can have a fully slotted foot stomp with the +recharge proc and slotted Burn.That being said I need to know are there missions like that for an Elec/SD scrapper or Elec/Fire brute that isnt a fire cyborg farm?
HP at level - 31 / 50
Minion -- 304 / 430
LT -- 606 / 857
Boss -- 1385 / 2570