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Posts
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Super simplified version:
All control powers have "magnitude"
Enemies typically have "protection" from controls
Example power has a mag of X
Example enemy has protection of Y. To effect a hold, X has to exceed y.
general rule of thumb is that LTs and under take 1 application to control, bosses take 2. -
I'll offer my ideas/thoughts of the poster children for the whole AT spectrum. Keep in mind, these are "poster children" not "most numerically superior" choices. These are the combos that come to mind when I think what exemplifies X AT, and why.
Scrapper - Claws/SR. Hits hard and fast, tough as nails
Blaster - Fire/Energy. Ranged AoE death, great melee and utility
Controller - Mind/Rad. Controls the battle and weakens the enemy in so many ways
Defender - Emp/Sonic. The buffs in Emp are simply amazing. Sonic adds damage with -res
Tank - Invuln/SS. Takes it in and dishes it out in spades. Works thematically and in practice
Stalker - Energy/Ninjitsu. Great burst, can scrap, tailor made secondary
Corruptor - Fire/Dark. Debuffs and controls the enemies, burns them wholesale.
Dominator - Plant/Fire. Tailor made (and awesome) primary, all damage secondary
Brute - SS/Fire. Burn, smash and wreck everything that comes near you. Damage, damage damage! No finesse, no technique. You're strong, you're angry, and you're ON FIRE! LITERALLY!
Mastermind - Bots/Traps. Construct mindless minions that do your every bidding without question and use insidious devices to control/debuff/blow up your enemy and buff your army. -
So I'm making a Brute on my alt account. SS/Fire, as per the thread. He's going to be used to help my lowbies cruise on through the lower levels when/if I get bored or make something that doesn't get fun until level X.
Anyway, being an alt account, and one I'm not going to keep active at all times, I want to make a farmer on the cheap. By cheap I mean no purples, not loaded with super expensive uniques, and under the 500m mark if possible.
On this build I've broken a few of my rules, but the KB prot, LotG, and Healing uniques are things I already have, so that doesn't matter. The purple proc I put in footstomp is pretty much a "that would be nice" placeholder, but I can put a "normal" proc in there for the time being.
If anyone could offer and suggestions or tweaks, that would be cool. Here it is:
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
Level 1: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(27), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-ResDam/Rchg(40), S'fstPrt-ResKB(50)
Level 2: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(9)
Level 4: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), Sciroc-Acc/Dmg(11), Sciroc-Dmg/EndRdx(13), M'Strk-Acc/EndRdx(13)
Level 6: Healing Flames -- Mrcl-Heal(A), Mrcl-Heal/Rchg(15), Mrcl-Heal/EndRdx/Rchg(15), Mrcl-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21)
Level 10: Hurdle -- Empty(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(50)
Level 14: Super Speed -- Empty(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23), Mrcl-Heal(25)
Level 18: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(25), ImpArm-ResDam/Rchg(27), ImpArm-ResDam/EndRdx/Rchg(43), S'fstPrt-ResKB(46)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31)
Level 22: Rage -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(31), AdjTgt-EndRdx/Rchg(33), AdjTgt-Rchg(33)
Level 24: Consume -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(33), Efficacy-EndMod/Rchg(34), P'Shift-EndMod/Rchg(34)
Level 26: Boxing -- Empty(A)
Level 28: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(34), ImpArm-ResDam/Rchg(36), ImpArm-ResDam/EndRdx/Rchg(46)
Level 30: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 32: Foot Stomp -- Oblit-Acc/Dmg/Rchg(A), Oblit-Dmg(37), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Armgdn-Dam%(43)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(40)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
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Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 5.63% Defense(Psionic)
- 9% Max End
- 5% Enhancement(Heal)
- 66% Enhancement(Accuracy)
- 51.3% Enhancement(RechargeTime)
- 10% FlySpeed
- 151.8 HP (10.1%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Immobilize) 9.35%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 4.4%
- 12.5% (0.21 End/sec) Recovery
- 10% (0.63 HP/sec) Regeneration
- 4.1% Resistance(Fire)
- 4.1% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 10% RunSpeed
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The Spines/Fire and SS/Shield would be awesome combos to pimp out for your stated purpose. Or you could combine them and make a SS/Fire to get the best of both worlds. I think the best bet is to narrow down what you want to play, then ask about how to IO that specific character.
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Me too, but every time I'm trying to make something and I run across the insanity of 20-50k commons, it grinds my gears. Strictly a personal vendetta.
In other news, I just hit the influence cap on my main money machine for the first time -
Quote:I've been annoyed at the massive instability of common salvage lately. On top of that, players not wanting to mess with the market and just get some commons slotted up would be able to avoid the market and AE. On some pieces they'd spend more than on the market, less on others.What's your logic in implementing a massive price hike for nearly every common in the game?
Not saying it's a good or bad idea, just curious about why you think it would be an improvement.
Quote:How would removing generics increase the drop rate of set IOs?
I'm no whiz at drop pools, but generics are common and sets are uncommon or rare, right? I don't think it follows that eliminating commons would mean more uncommon and rare drops. -
The weekend always provided for me on my lazy marketeering escapades. I'm really lazy. I basically buy 5 of a single IO, craft them, sell them for a profit, and repeat. I only work a -single- item at 5 or 10 at a time and I've gotten so much money from doing it when the weekend rolls around
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No one's gonna like my ideas but...
1 increase the influence cap
2 remove all common IO sets from the drop tables (you can buy them at crafting tables)
3 Put common salvage into vendors at the university for 10k a piece.
Taking commons out of the drop tables would have the added benefit of drastically increasing the amount of set IOs that drop and end up on the market. It may also "force" more players into learning and understanding the benefits of using IOs and crafting. It would piss off the people who like to do some vendoring with their lowbies, but most people have sugar daddies these days anyway. -
I'll toss in my support for VEATs, too. They can be amazing. My huntsman feels like a ranged Assualt Rifle/Super Reflexes/Bots/Soul Blastfendermind.
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I've recently been playing a F/K controller with nothing but half-slotted powers slotted with nothing but level 35 common IOs. It's level 39, maybe 40 now. It's ridiculous. Even with nothing but accuracy and recharge slotted in the powers I did bother to slot, I'm wiping out +0/8 in complete safety and doing more damage than... almost anything. I don't even have the PPP attack yet...
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They day they introduce DR to general PvE players is the day I give someone all my stuff and leave the game for good. Not doom crying, and I seriously doubt it would happen, but if there's one thing that would make me rage-quit, it would be that.
Stacking buffs/debuffs, and getting the most out of every scenario is what makes combat fun for me in this game. Take that away, and there's really nothing left to keep me interested. -
I like Ignite as much as the next guy, but I think it gets more credit than it deserves. This is especially true after the nerf it got hit with.
It's got an incredibly small radius
It's got an incredibly long cast time
It takes 14 seconds to do it's job, including cast time.
Anything not immob'd, even at the slow cap, will run out of it in a second or two tops.
AR has good AoE potential but it constantly shoots itself in the foot, no pun intended. Long cast times, random knock back, narrow cones with differing ranges/degrees, and Ignite, which is really not that useful most of the time unless you're specifically setting up for it, which impedes on the rest of your AoE chain. It's single-target damage is a joke unless you use Ignite as a ST attack with an immob or against something that won't run.
It's 3 biggest hitters are all DoT that take forever to pay off (7 seconds on Flamethrower, 10 seconds on Ignite, 4 seconds on Full Auto) and that doesn't include cast time. The other two are pretty low damage S/L attacks that randomly scatter mobs to the 4 winds. Other than that, it's got the mostly useless Beanbag, and a snipe. It's probably the biggest collection of powers in a set that share absolutely no synergy with one-another in the game.
Secondaries like /Dark and /Storm and /Rad don't make AR "awesome" they make AR playable. -
Quote:I'm 26 years old. That shouldn't make me laugh, but it does. Maybe it's because I'm tired.
Assassin's Blow
Anyway, Stalkers most likely will not get super strength. -
The power description says smashing lethal, real numbers says all damage, but that's just a typo. You're getting hung up on a typo and completely ignoring all of the other advice I'm trying to give you.
I'm convinced you're either trolling, or helpless. Hope you figure out a fun build, man. -
Archery hits harder and faster than either of the other sets, so for performance, Archery it is. Rain of Arrows is so much better than Full Auto it's not even funny. Even if it did the same damage as Full Auto, it'd still do "more" damage because it can hit 16 targets, as opposed to Full Auto only being able to hit 10. Thankfully, not only can it hit more targets, but it does actually do more damage to each person hit.
Stack on the ability to cast it from around corners in complete safety and Full Auto's pathetically narrow cone and AR becomes even more laughable. Oh and one more thing! Rain of Arrows can Scourge off of itself. Since it does 3 ticks of damage, the first tick will hurt the enemies, the second tick may scourge on some of them, and the third tick will most likely scourge on everything! That effectively increases RoA damage by something like 30-50%
Dual Pistols is fun so far on my defender, but it's definitely the big spoiler and exhaust tipped equipped Honda Civic of CoH powersets. All show, no go. -
There's nothing wrong about tough. It's only supposed to boost S/L res. It's also worth noting that almost every attack in the game that is exotic also has either a S or L component to it. While Tough only provides resistance to S/L, it will actually help you out with the vast majority of attacks thrown at you in this game. For example, pretty much every Ice attack has a lethal component, pretty much every fire attack has a smashing component, as do most energy attacks. Anyone shooting a gun at you is doing Lethal damage. Anyone using a sword, or claws, or punches is doing S/L damage.
Once soft-capped, the only enemies that will challenge you (AVs and such), do so much damage when they DO happen to hit you, that a few % points of resistance isn't going to matter.
I also really want to stress how much resistance doesn't matter when you're soft-capped on a shield defense toon. Anything you're fighting will miss you between 92.5% and 95% of the time. Arch-villians and Heroes will only have a 7.5% chance to hit you! Regular mobs will fall like dominoes when you unleash your AoE on them. The point I'm making is that nothing is going to live long enough to threaten you in any meaningful way.
What you should be more concerned about increasing is a number that is not apparent. It's a somewhat little thought about stat that most people miss that on a shield defense toon can be a big deal. I'm talking about defense debuff resistance. Most mobs doing lethal damage, using radiation attacks, and other special attacks can hit you with defense debuffs. Defense sets have certain amounts of built-in resistance to those debuffs. Super Reflexes has 95% resistance to debuffs, meaning once slotted, they can almost never lose their defense.
Shield Defense has very low defense debuff resistance. So even when soft-capped if you jump into a mob of Cimerorans, for example, if one of them hits you, you're defense drops by a couple percent. Then the next one hits you which drops it a little more. Then two more guys hit you which drops it a lot. Then before you know it your defense is gone and you're dead. This is known as cascade failure.
The easiest way to boost your defense debuff resistance in /Shield is to slot for maximum defense in your toggles, take grant cover, and get active defense stacking as much as you possibly can. That takes recharge. -
Quote:SS doesn't really suffer from those things you mentioned. Rage is perma with nothing but SO level slotting, so that's not a problem. With a farming build recharge is important, meaning players are likely to have Footstomp recharging in less than 10 seconds. That AoE knockdown so frequently provides tons of damage mitigation, and with Fury and Rage pumping your damage into the +400-500%, plus the extra damage from all those reds inpsirations you're getting, pure smashing damage is -nothing- to worry about.Actually, super strength isn't the best unless you can get perma-Rage.
Rage debuffs defense severely when Rage crashes, half your defenses about if capped.
Sure, you're likely perm at 50 and slotted, but you have to get there and avoid recharge debuffs.
Super strength also doesn't have that much to keep the enemy from hitting you. It does have knockdown, but no debuffs, little stun and all smashing damage which enemies resist most just like players prepare for.
I'm a fan of super strength too, but it just doesn't seem like the best for farming to me.
I don't know what is the best, but I wouldn't peg SS as it. -
Quote:Not sure why you want stealth on a Brute. It doesn't make sense. Are you figuring in suppression for when you enter combat? Also, do you plan on fighting with Hover on? Some people like it, some people can't stand it.You completely did away with my pool choices Neo.
I want to keep flight and energy mastery for sure. Maneuvers and stealth actually provide more benefit than weave and save me a power slot if not also saving slots.
Quote:Oh well, guess I'll try and modify the build you made to get them back in there. I don't know why everyone always has to take hasten and leaping and whatever else is fotm. It may not even be the best or most fun, but nobody cares because "ooh big numbers!".
You're also complaining about tough and weave consuming extra slots but not realizing that I've taken slots out of other powers. You also haven't seemed to take into account that in a month or two the entire Fitness pool is going to be inherent, meaning you have 3 extra power picks to choose from.
Your builds are pretty confusing, actually. LBE, an attack, is slotted as a defense debuff? For the set mule, or what? 4 slots in health? 6 slotted hover? Slotting True Grit for res? Think about it. Why slot for resistance if you are trying to get soft-capped? You are almost never going to take damage. You're wasting slots all over the place and slotting powers incomprehensibly. I'm not trying to sound like a jerk, but your builds suck, and that's not just because you want to take the flight and stealth pools.
Quote:I'm also still interested in seeing your build you said could stand forever in a group of enemies and not die.
Quote:Edit:
After examining the build you posted, I fidn both of my above builds, especially the last one, are obviously much better. Sure, I may not have taken hasten or tough, but my builds have soft-capped defense, greater overall resistance, about the same +hp, much much more regen and almost double the recovery.
Now if that's not your goal, then fine. If you wanted to take Energy Mastery and Flight, that's perfectly ok. I missed that point, hence they are missing from my build, but you're just flat out not realizing how poorly you've slotted and it's NOT because you refuse to take the "fotm" powers.
Quote:Edit 2:
I just noticed you removed the fitness pool which would explain lower regen and recovery, but you still didn't get any better numbers in anything else than my last posted build above. You would think everything would be better with more slots available, but I guess not. -
If you play at -1x8 and run newspaper missions against easy enemy groups I bet you can get something going. You will not be the most efficient farmer out there.. by far... but I bet you can make some money. Get a few million influence and sell your drops. Maybe you'll even get super lucky and get a purple recipe. Once you have some starting money, start marketeering.
Buy recipes for high demand items, craft them, and sell the enhancement for twice what you spent. Even starting with almost nothing, at a lazy pace, you'll be swimming in money in a month or so.
One recipe I am working costs about 8.5m to buy, another 2m to get the salvage and crafting costs, and sells for 20-25m. -
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I'd rather take full damage 5% of the time than 50% damage (generously speaking) 75-100% of the time.
With a percent to get hit that astronomically low, you're pretty much a mile beyond the "immortality line." Whereas with with resistance you're almost always taking around half the damage to your sets "primary" strength and even more than half the damage from other damage types. 50% of a lot is still enough to put a dent in you. That damage is guaranteed to kill you, and fast, depending on how many foes you're facing and what class they are. Soft-capped characters are more than likely going to take 0% of that damage. A defense based character can get so close to unhittable that it might as well be zero. Most ATs, even at their resistance CAPS, can't attain that level of damage mitigation.
It's exceptionally easy to soft-cap defenses these days. A M/R/AoE capped character will be able to dodge -anything- 95% of the time, barring AVs and foes that have to-hit buffs and special attacks that aren't typed (few and far between).
Or think of it this way. Comparing just Res vs Def in a generic vacuum.
A foe has a 5% chance to hit me, and only has time to attack me 7 times before I kill him with my attacks. Thanks to the 1-shot code, he has to hit me at least 2 times to kill me, and that's assuming he can do enough damage to bring me down to less than 50% HP with each hit.
VS
The same foe, only now I'm using a resistance based set. Let's say he has a 75% chance to hit me, and he gets off 7 attacks before I can kill him. I can resist 50% of his damage, but he's likely to hit me about 4-5 times. Since his attacks are strong enough to take away half of my HP with no protection, with 50% resistance, it would take only 4 successful attacks to kill me.
The Defense set is MUCH more likely to survive by an enormous margin. The Resistance set is actually very likely going to be defeated. Of course this comparison is totally in a vacuum and ignores things like inspirations, secondary effects, etc... but just straight up 1 for 1, defense beats resistance hands down.
0 damage 95% of the time is a lot less than 50-60% of incoming damage 75-100% of the time. -
Here's a build that gets you pretty much soft-capped to everything. I have no experience whatsoever with KM, so this is just a random crack at it. You have 4 slots left over to slot into Stamina and wherever else to your liking, which becomes inherent in i19. You're getting about 50% extra recharge out of this build without Hasten. 52% extra accuracy, as well.
If you're willing to entertain a build with PvP sets and lots of purples/HOs then you can get something truly amazing.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Body Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dam%(11)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(3), LkGmblr-Rchg+(3), LkGmblr-Def/Rchg(40)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(5), LkGmblr-Rchg+(5), LkGmblr-Def/Rchg(42)
Level 4: Smashing Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(19)
Level 6: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(34), Numna-Heal/Rchg(37), Numna-Heal/EndRdx/Rchg(39), Numna-Heal(40), Numna-Regen/Rcvry+(40)
Level 8: Power Siphon -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(13), LkGmblr-Rchg+(13), LkGmblr-Def/Rchg(29)
Level 14: Boxing -- Empty(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Burst -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(21), Sciroc-Acc/Rchg(21), Sciroc-Dam%(23), RechRdx-I(23)
Level 20: Phalanx Fighting -- Empty(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(25), LkGmblr-Def/EndRdx/Rchg(42)
Level 26: Focused Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(34)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 30: Super Jump -- Empty(A)
Level 32: Concentrated Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(46), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(48), T'Death-Dam%(50)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), RechRdx-I(37), Sciroc-Dam%(37)
Level 38: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def/Rchg(50)
Level 41: Mu Lightning -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(42), Ruin-Dmg/Rchg(43), Ruin-Acc/EndRdx/Rchg(43), Ruin-Acc/Dmg/Rchg(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
Level 47: Electrifying Fences -- Acc-I(A), RechRdx-I(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 1: Ninja Run
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Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 7.06% Defense(Fire)
- 7.06% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 10.5% Defense(Ranged)
- 11.1% Defense(AoE)
- 2.25% Max End
- 6% Enhancement(Heal)
- 45% Enhancement(Accuracy)
- 50% Enhancement(RechargeTime)
- 179.9 HP (12%) HitPoints
- MezResist(Held) 12.1%
- MezResist(Immobilize) 11.6%
- MezResist(Terrorized) 1.65%
- 2.5% (0.04 End/sec) Recovery
- 62% (3.88 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 6.25% Resistance(Negative)
- 1% XPDebtProtection
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Fury or crits? Hmm, good question. Crits are something I don't have to think about. They just do their thing and that's it. Fury is helping me once I get rolling, and with the new fitness inherent coming, it'll really help me steamroll my way past level 20.
Right now I'm thinking Brute. I do plan on farming probably, so the more survivability I can get, the better. -
Can't decide, so I'm starting a poll! First one to get 10 votes, or whoever has the most votes when the thread dies, wins.
Scrapper - Consistent damage all the time. Crits.
Brute - Better damage at it's peak. More HP so it gets more mileage out of HF, better survivability.