Neogumbercules

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  1. With that build slotted properly you should have no problems fighting higher level/more enemies on your missions. With 3 acc and 3 rech in Dark Consuption you are ED capped to acc and recharge. Sometimes it will miss, but you've got as much accuracy as you can put in there.

    If you want, you can drop 1 acc and 1 recharge from it, stick with level 40 common IOs and put 2 end mods in it. That will give you back more end per use, but take away a bit of the accuracy and recharge.
  2. I can't get a blaster past level 12 for some reason.
  3. Oh, well that is very helpful. Thanks for the info. I've also put an achilles' into Heavy Burst and added 2 Karma KB protections.
  4. Ah nice catch. How much of that suppresses? If at all.
  5. I've got myself two heavily IO'd builds that I love. FM/SD scrapper and a SS/SD brute. Soft-capped, high recharge, the whole thing. I love them.

    But I'm bored to death with them now.

    I'm looking to start a new project. Something that's as powerful as the characters I listed above, but different. No SD, no SS, and no FM. I'm tossing around a few ideas atm. A Kin/DP defender is currently level 13 and I'm having a blast playing him through the new GR content. I've been dabbling with a Huntsman who's lingered in the 40s for quite a while (see my thread in the SoA forums for details on that).The SoA seems fun but he's gonna cost... a lot. Either of time to get HAMs, or money to buy the super expensive stuff.

    I'm not opposed to playing another brute or scrapper, but I won't play a defense based set, or super strength or FM. That almost rules out the SoA being defense based and all, but he's also a weird mix of team support/death to all.

    I've got a spines/elec in the 20s who's not terribly exciting at the moment. He runs out of endurance pretty fast. Sure, that won't be a problem when I hit level 35, but I may not be the biggest fan of Spines.

    So I figured I would appeal to the boards. Any suggestions on anything I should check out?
  6. So I'm trying to build a soft-capped huntsman killmachine. I set about this task with Mid's and got myself a pretty badass build, but I'm wondering what this build does that's particularly special.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping

    Villain Profile:
    Level 1: Single Shot -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(29), Apoc-Dam%(31)
    Level 1: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/Rchg(19), ImpArm-ResDam(19)
    Level 2: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(29), RechRdx-I(34)
    Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
    Level 6: Swift -- Run-I(A)
    Level 8: Heavy Burst -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(9), Ragnrk-Acc/Dmg/Rchg(9), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Knock%(39)
    Level 10: Tactical Training: Maneuvers -- HO:Cyto(A), LkGmblr-Def(11), LkGmblr-Rchg+(11)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15), RechRdx-I(17)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
    Level 16: Boxing -- Empty(A)
    Level 18: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(40), Aegis-EndRdx/Rchg(40), Aegis-ResDam/EndRdx/Rchg(43), Aegis-ResDam(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Bane Spider Armor Upgrade -- GA-3defTpProc(A), ImpArm-ResDam/Rchg(25), ImpArm-ResDam(25)
    Level 26: Weave -- HO:Cyto(A), LkGmblr-Def(27), LkGmblr-Rchg+(27)
    Level 28: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(37)
    Level 30: Maneuvers -- HO:Cyto(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
    Level 32: Crowd Control -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
    Level 35: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
    Level 38: Assault -- EndRdx-I(A), EndRdx-I(40)
    Level 41: Wide Area Web Grenade -- 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), Enf'dOp-Acc/Immob(43)
    Level 44: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), RechRdx-I(46), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50)
    Level 49: Combat Jumping -- HO:Cyto(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 1: Ninja Run
    ------------



    Something about this build just doesn't feel right. It's like I'm missing something. Maybe the Disrupter bots? My experience with them right now is that they really add to the damage, but they tend to get themselves killed.

    Maybe this is just overkill for a huntsman?
  7. I'd be willing to bet that the reason this has never been done is due entirely to the amount of UI work involved.
  8. The only advice I can give you is to slot for more endurance reduction in your attacks. Do you have Stamina right now?
  9. Combat Jumping is integral to being soft-capped on that build. Without it, you lose about 3% defense to your build. Trust me, the difference in survivability between having that extra defense and having Air sup is huge. My shield brute can stand in a group of 16 enemies and live. Forever. I tested this yesterday. Let him stand there while the enemies attacked me for hours. Never died. Air superiority can't beat that. Combat Jumping consumes almost no endurance whatsoever, so your endurance problems can be solved elsewhere.

    Let alone with that slotting you're also getting extra regen and HP from the LotG set bonuses. I can't stress enough how poor of a choice Air Sup is over CJ in this situation. People pay 3-4 BILLION influence for a single IO that provides as much defense as you get out of CJ.

    That said, in a normal build where you're not soft-capped, Air Sup might be a decent choice if you feel like you really want an extra attack.

    But to answer your question, yes. The LotG unique will work whether the power is toggled on or not.
  10. Dark/Rad. Debuff em and lock em down. Then go to town with your cones. Sounds more fun to me.
  11. Are you sure you have everything toggled on? I just clicked the link in my previous post to open the build and I'm looking at 48.5% S/L, 49.5% E, 26% to the other types, 36.9% ranged, 30% AoE and 26.9% melee.
  12. It's a technical limitation, as Obsidious said. Absolutely nothing to do with with pimp type MMs and I really have no idea with whom or how that whole drum line got started. Inappropriate content gets moderated by GMs and it would be no different with custom MM henchmen.

    Right now the MM henchmen are pulled from a pool of NPCs in a library, as Obsidius said. One way I can pontificate they could get around this is to change it so that customized henchmen are saved in separate directories similar to the way custom NPCs are saved for the architect and saved in your account on NC's data servers. They are then pulled from that directory instead of the generic NPC library (which I imagine would require some degree of complicated changes). To make sure other players could see it, they transmit the data around servers in the same way all character costumes are shared. It would mean an increase in server load, but when are there gonna be enough custom MMs around for that to matter?

    Of course this is probably all a matter of "easier said than done." I'd like to say they could have made this happen by now but I'm sure it's not very high on the priority list. I'd love it if they did, though.

    About the best they could do with non-humanoid henchmen like bots and demons would be to make them colorable, and perhaps provide some alternate costume pieces for them. Different horns/claws/faces for Demons, different arms/legs/heads for Bots.
  13. Quote:
    Originally Posted by heffroncm View Post
    Thanks for the build Neo.

    From what I understand, the best way to maximize DP damage output is to slot damage procs. Multiples per power, if you can. You seem to have avoided these entirely?
    I wasn't aware of that, but I haven't really been following the ways to maximize DP damage. I basically built for set bonuses. Seeing as how you're gonna be a Kin/, maximum damage is second nature. Don't think procs are gonna matter all that much with that level of recharge and damage buffing.
  14. Ok here's a fairly expensive IO'd out DM/Shield brute. Keep in mind you can get the most expensive stuff (LotG's, Gladiator's Armor 3% defense IO) from using alignment merits. It'll take a while to earn them for the Gladiator's proc, but it's worth it. Especially if you get bored and feel like selling it for 2-3 billion influence.

    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: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(13)
    Level 1: Deflection -- HO:Cyto(A), LkGmblr-Def(15), LkGmblr-Rchg+(15), LkGmblr-Def/EndRdx(43)
    Level 2: Shadow Maul -- Sciroc-Acc/Dmg(A), RechRdx-I(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dam%(39)
    Level 4: Battle Agility -- HO:Cyto(A), LkGmblr-Def(19), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx(48)
    Level 6: True Grit -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(7), Mrcl-Heal/Rchg(7), Mrcl-Heal(17)
    Level 8: Siphon Life -- Mako-Dam%(A), Mako-Acc/Dmg(9), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(31)
    Level 12: Combat Jumping -- HO:Cyto(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Against All Odds -- EndRdx-I(A), EndRdx-I(17)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(27)
    Level 22: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(27)
    Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Boxing -- Empty(A)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(33), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(34), Mako-Dam%(34)
    Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), RechRdx-I(37)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
    Level 41: Electrifying Fences -- Acc-I(A), Dmg-I(42), Dmg-I(42), RechRdx-I(42), RechRdx-I(43), EndRdx-I(43)
    Level 44: Ball Lightning -- Acc-I(A), Dmg-I(45), Dmg-I(45), RechRdx-I(45), RechRdx-I(46), EndRdx-I(46)
    Level 47: Weave -- HO:Cyto(A), DefBuff-I(48), DefBuff-I(48)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
  15. Quote:
    Questions: In Deflection i had the 3 defense and 2 resistance, is that a waste of two slots?
    Also in True Grit I had the 6 slots, but I only need the heal? It doesn't hurt to have the extras does it?
    Res in Deflection is a waste. 3 slots in True Grit for heal is all you need until you start to IO, in which case, you may want to slot it for more bonuses. Deflection should be 3 defense 1 or 2 endurance depending on what your needs are.


    Quote:
    I don't need Grant Cover?
    Grant Cover is ok once you start IO'ing and want to use that slot. It also gives you defense debuff protection, so it's worth taking.

    Quote:
    Do you put brawl on auto or active defense?
    I put active defense on auto, but I have a full attack chain. By 32, you should as well. I always forget to click AD, so I keep that on auto.


    Quote:
    At the Fateweaver I set my difficulty to 3 player spawns, +1 above my level. Is that too much at level 32.. this early in?
    It would be fine with the right build. If you're having trouble right now, try dropping it down to +0.

    Quote:
    Oh one more thing I forgot, do i have to take combat jumping and the travel power? Could I take like air superiority and flight or do i even need that stuff? I get teleported around and when I solo I don't really mind running to places or using the jet packs, especially since I can build those from all the recipes dropping now in Going Rogue. I think I have like 9 of those. Should be okay, so thought I'd ask.
    Combat Jumping is the best choice for a /Shield character because it adds more defense to your build and can take IO sets that give even more bonuses to defense. Hover can as well, and I don't know about you, but trying to fight with a melee toon with Hover on is really annoying to me. As for Super Jump, you don't need it, but if I can find a place to fit it in, I usually do.

    Check out the template build I made for you a couple posts up. If you respec into that, you should be able to handle 3x/+1 easily.

    I can throw together a DM/Shield IO build for you next time I'm at the computer. I'll try to make it "moderate" by avoiding the super expensive IO sets.
  16. The worst of the worstest!
  17. Properly built and IO'd, DM/SD is one of the strongest possible characters you can make in this game. Massive damage, massive survivability. Taking the AoEs from a set like Mu or Soul later on will turn you into a monster all around.

    Stick with it, it gets better.

    I put together an incredibly basic no-set build for you to give you an idea of what to build for. Of course, if you're thinking about IO sets that changes everything, but right now it looks like you're just trying to get a handle on your brute, so hopefully this helps.

    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: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Smite -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5), RechRdx-I(13)
    Level 1: Deflection -- DefBuff-I(A), DefBuff-I(15), DefBuff-I(15), EndRdx-I(17), EndRdx-I(29)
    Level 2: Shadow Maul -- Acc-I(A), Acc-I(31), Dmg-I(31), Dmg-I(34), Dmg-I(37), RechRdx-I(39)
    Level 4: Battle Agility -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(19), EndRdx-I(27), EndRdx-I(29)
    Level 6: True Grit -- Heal-I(A), Heal-I(7), Heal-I(7)
    Level 8: Siphon Life -- Acc-I(A), Dmg-I(9), Dmg-I(9), Heal-I(11), RechRdx-I(11), RechRdx-I(13)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(31)
    Level 12: Combat Jumping -- Empty(A)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Against All Odds -- EndRdx-I(A), EndRdx-I(17)
    Level 18: Health -- Heal-I(A), Heal-I(43), Heal-I(46)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Dark Consumption -- Acc-I(A), Acc-I(23), Acc-I(23), RechRdx-I(25), RechRdx-I(25), RechRdx-I(27)
    Level 24: Phalanx Fighting -- Empty(A)
    Level 26: Soul Drain -- Acc-I(A), Acc-I(39), Acc-I(39), RechRdx-I(40), RechRdx-I(40), RechRdx-I(40)
    Level 28: Super Jump -- Empty(A)
    Level 30: Boxing -- Empty(A)
    Level 32: Midnight Grasp -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), RechRdx-I(34), RechRdx-I(34)
    Level 35: Shield Charge -- Acc-I(A), Dmg-I(36), Dmg-I(36), Dmg-I(36), RechRdx-I(37), RechRdx-I(37)
    Level 38: Tough -- Empty(A)
    Level 41: Electrifying Fences -- Acc-I(A), Dmg-I(42), Dmg-I(42), RechRdx-I(42), RechRdx-I(43), RechRdx-I(43)
    Level 44: Ball Lightning -- Acc-I(A), Dmg-I(45), Dmg-I(45), RechRdx-I(45), RechRdx-I(46), RechRdx-I(46)
    Level 47: Weave -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48), EndRdx-I(48), EndRdx-I(50)
    Level 49: One with the Shield -- Heal-I(A), EndMod-I(50), ResDam-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
  18. I was hanging around outside the club, spying on the people inside, stealing their ideas, and using them to get myself inside the club.

    Theoretically speaking, I could have combined all of my money from my other alts and gotten in sooner, but that didn't feel like as big as an accomplishment. Also, I've got enough invested to be in the club several times over, but this is the first time I've ever actually exceeded 1 billion influence on hand.
  19. Neogumbercules

    CoH applications

    This needs to happen!
  20. Quote:
    Originally Posted by Chase_Arcanum View Post
    Interesting.
    I assume you're thinking along the lines of LOTRO Captain, who IIRC was a buff melee/heal/pet class... and one of the earlier encoutners I had with a buff/melee.

    That would be interesting to see. I'd assume we'd have to make the buffs include self-buffing options, as not having a defense set would be a detriment to a melee class (even with a tank nearby taking aggro, there's AOE).
    This would be the perfect preatorian EAT. Leader. The leader is a front line fighter with unique survivability options and the ability to summon controllable henchmen like a mastermind, although not as many of them, and not built around the whole two upgrades and the way they scale in level.

    Unlike a MM, a Leader stands in the front lines with his Allies (not henchmen) and battles it out side by side. He can get leadership abilities, attacks, and more defensive options.
  21. Neogumbercules

    CoH applications

    Those are very good suggestion Chase. Interesting theory about the buyout. Very possible.
  22. Neogumbercules

    CoH applications

    Would anyone be interested in having something like a program that lets you log into your account just to check your market status, view your SG and globals to see who's online, view day job badge status, etc that you can use without actually loading up the game?

    Maybe even get in on the iPhone and Droid bandwagon and make apps that do these things? I think that would be pretty cool. Wasn't the city vault supposed to do something like that?


  23. Uploaded with ImageShack.us

    Have about (hopefully) 250m ready to find its way into my pocket if my stuff sells as well.

    I've had this character for maybe a little over a year. Started out dead broke like everyone else, but managed to get in on some of the AE boss farming craziness which catapulted me to 50 and gave me enough tickets to get a lot of the expensive uniques, which I slotted instead of sold. The rest of my money came from doing TFs and getting lucky a couple of times which allowed me to soft-cap myself on the cheap. This was ALL on the black market prior to side switching and the merge.

    I then started to farm AE, using Nethergoat's amazingly in-depth technique of searching for "ticket farm" and doing one of those maps, I could hit 1500 and reset pretty fast. 99% of what I got was junk when I rolled bronze but I still made some money on it. I started doing golds instead, and while I never got anything super good, I made decent money doing that as well (and got burned a few times).

    Once the merge hit I went rogue, moved to Paragon, and started flipping a particular IO. This is where the real money comes from. I experienced first hand how much more money I could make by crafting and selling when doing AE farms. This actually blows my mind. People are willing to spend sometimes more than double the amount, just to get a pre-crafted IO when it only takes 5 minutes to buy and craft what you need.

    Considering the volatility of the market right now, and the sheer number of people flipping this IO I'm working, and I'm still making about 120m profit on every set of 5... anyone can do this. I'm probably not even being as efficient as I can be, but here are some tips to people starting out:

    Put your time into doing content that will reward you with something good. TFs, AE, even this new alignment stuff. Fighting -1x8 at level 50 can net you purples if you're feeling lucky, and you'll still make a decent chunk of change on other drops.

    Fight the maximum number of foes your character can handle.

    Always craft and sell. Crafted IOs almost ALWAYS sell for more than the recipe alone.

    Be patient. Things won't sell right away. Wait a couple of days if you have to.

    Get all of your rare salvage from AE. 580 tickets a pop.

    Don't get upset if what you're selling suddenly drops. Just because one guy came along and sold a stack for 15m less than what you listed for doesn't mean you need to pull out and re-list. Hold out, and someone will eventually buy your items.
  24. Speaking of burn, do both the patch and initial AoE have a 5 target max, or is there a proper 10 target limit on the initial damage, or what? I still don't wanna waste my time on it if it can only ever hit 5 targets.