Neogumbercules

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  1. | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1398;683;1366;HEX;|
    |78DAA593CB4F534114C6E7D296027D0BB43C0A08054A452BE C7C249A2890606C026|
    |9500348AD656C9B34A5E9BD28B872E3CE1528AEDC189F6B5F 89FE07BEF51FAAE79C|
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    |4A9D7B8F0A25207CC74C04C1066823013868B6FE4A2D3ECD7 392D4D8803EDB4990F|
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    |A22C032C4F581A7F00D099FD7E|
    |-------------------------------------------------------------------|



    Copy and paste that into the latest mids build. You might have to edit your database to take account for phalanx fighting.

    SS/SD is a fairly endurance heavy set. You're gonna need to account for that and be prepared. Getting the numina and miracle is WORTH it.
  2. Neogumbercules

    Finally!!!

    It's only fitting that my first post lands in the forum for my favorite archetype. Feels good to be back. This is so much better than the old boards.
  3. Hmm ok I get ya now. I thought that the 3.75% just didn't show up in mids at all. I've edited the database properly now. Guess I'll have to eek out a few extra percentage points. I could drop hasten and put in Manuevers, but Hasten sure is a nice thing to have... Although it does drastically increase my endurance usage having to deal with the Hasten crash and the Rage crash all the time. I think I'm gonna swap Hasten for maneuvers and use one of those slots for another LotG.

    Here is the current build:

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(27), RedFtn-EndRdx(42), RedFtn-Def/Rchg(45)
    Level 2: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(37)
    Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(27), RedFtn-EndRdx(40), RedFtn-Def/Rchg(45)
    Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(45)
    Level 8: Knockout Blow -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Acc/Dmg(9), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dam%(17)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(29)
    Level 12: Hurdle -- Empty(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(29)
    Level 16: Against All Odds -- EndRdx-I(A), EndRdx-I(17)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod(21), P'Shift-End%(40)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 24: True Grit -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(25), Mrcl-Rcvry+(25), RgnTis-Regen+(39)
    Level 26: Boxing -- Empty(A)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(40), RedFtn-Def/Rchg(50)
    Level 32: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), FrcFbk-Rechg%(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: Maneuvers -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(39)
    Level 41: Gloom -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(42), Ruin-Dmg/Rchg(42), Ruin-Acc/EndRdx/Rchg(43), Ruin-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 47: One with the Shield -- Numna-Heal/EndRdx(A), Numna-Heal(50)
    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



  4. I have done that now, thanks. But remember, PF provides 3.25% (or something close to that) even without an ally near you.

    Edit: Just logged in and checked real numbers. 3.75% defense from Phalanx Fighting with no allies anywhere near me. That makes the defense in my mid's build actually higher in-game due to Mid's only showing 2.61% with 1 ally.
  5. I will use the G.ville raptor pack to get around. I initially had S.Jump at level 49 but I decided to put in grant cover for the LotG. I've made a couple of slight alterations to the build. Here is the latest:

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(27), RedFtn-EndRdx(42), RedFtn-Def/Rchg(45)
    Level 2: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(37)
    Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(27), RedFtn-EndRdx(40), RedFtn-Def/Rchg(45)
    Level 6: Combat Jumping -- DefBuff-I(A), LkGmblr-Rchg+(45)
    Level 8: Knockout Blow -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Acc/Dmg(9), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dam%(17)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(29)
    Level 12: Hurdle -- Empty(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(29)
    Level 16: Against All Odds -- EndRdx-I(A), EndRdx-I(17)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod(21), P'Shift-End%(40)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 24: True Grit -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(25), Mrcl-Rcvry+(25), RgnTis-Regen+(39)
    Level 26: Boxing -- Empty(A)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(40), RedFtn-Def/Rchg(50)
    Level 32: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), FrcFbk-Rechg%(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: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Gloom -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(42), Ruin-Dmg/Rchg(42), Ruin-Acc/EndRdx/Rchg(43), Ruin-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 47: One with the Shield -- Numna-Heal/EndRdx(A), Numna-Heal(50)
    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



  6. Hmm as another player mentioned further up, turning off collision and making it follow a lot closer would be a good alternative to my original suggestion.
  7. those recharges in AaO should be End reducers btw... And I should note that once 16 hits and we can set our mission spawn size I'll constantly be surrounded by a lot of foes, taking all of the aggro myself. Fury won't be an issue.
  8. You may have noticed this is a brute. Why am I posting this here? I find the scrapper forum to be home to some of the most expert build crafters and number crunchers on the entire forum. /SD is pretty much the same for both ATs and SS is a set the vets here are probably familiar with anyway.

    To the point... I've got most of this stuff ready to go, and could afford to get the stuff I don't have. The one super expensive item I do not have access to that I would have to work towards getting would be the Miracle unique. Besides that, this is the build I came up with. Any streamlining would be mucho appreciated.

    Edit: I should state that this is a build that I am making for general purpose PvE godliness and maybe solo super challenges (RWZ challenge type stuff). I don't think I have the endurance for AV solo battles with Hasten and Rage crashing on me all the time. Perhaps if I ran sans rage I could do it. Chances are I would need to bring a tray full of CaBs with me. And even then...two lucky shots in a row would end it.

    I already have BiB and Invader. Still working on HPT.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(27), RedFtn-EndRdx(42), RedFtn-Def/Rchg(45)
    Level 2: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(37)
    Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(27), RedFtn-EndRdx(40), RedFtn-Def/Rchg(45)
    Level 6: Combat Jumping -- DefBuff-I(A), DefBuff-I(39), LkGmblr-Rchg+(45)
    Level 8: Knockout Blow -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Acc/Dmg(9), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dam%(17)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(29)
    Level 12: Hurdle -- Empty(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
    Level 16: Against All Odds -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod(21), P'Shift-End%(40)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 24: True Grit -- Heal-I(A), Heal-I(25), Heal-I(25)
    Level 26: Boxing -- Empty(A)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(40), RedFtn-Def/Rchg(50)
    Level 32: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), FrcFbk-Rechg%(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: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Gloom -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(42), Ruin-Dmg/Rchg(42), Ruin-Acc/EndRdx/Rchg(43), Ruin-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 47: One with the Shield -- Heal-I(A), Heal-I(50)
    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
  9. Scourging RoA could mean the difference between alive and pissed off enemies, and enemies that are very much dead. Especially LTs. It could also be a good use on AVs or anything with lots of HP. Having the third tick of damage be doubled up would be pretty incredibly useful on enemies low on health from the first two. Having all 3 would be even cooler!

    Oh gawd I just realized how awesome it would be to use Ignite on your OSA over the computer on the ITF.
  10. Since Traps is getting sent over to defenders, does that mean we can get an honest look at traps? Heck, or AR for that matter? Some small tweaks are really all the powersets need, I feel, to be on-par with other sets.

    I think both sets are functionally sound for the most part, but just have playability issues (with me and a bunch of other players at least)

    More upfront damage from Flamethrower, change M30 to a lower mag KB so it won't scatter, and a faster animation on on Ignite. After that AR would probably be my favorite ranged offense set. Flamethrower would be the one I'd beg for, though. That power got even SLOWER after the projectile changes that were supposed to make it faster, since the further away you are, the longer it takes the projectile to reach the target. Ignite can be the slow roaster power. Flamethrower needs it's damage to be dealt significantly faster. Castle recently made a very similar change to Midnight Grasp.

    Change Triage Beacon to be a click power with the same duration and recharge it has now, except give it the graphics of one of those little Vet reward bonus defense drones or Targeting Drone and make the emanation of the regen buff come from the caster. Basically it would operate like Soothing Aura from /Pain except it's a click power and has a bigger radius. I realize this may annoy some MM players that use it to plant on the ground near their bots and then taunt aggro from the target to somewhere else with BG mode, but I think it was be a huge improvement to the set for the majority of users. TB on anything but a MM, and only on specific MM builds, is right up there with Kinetics Repel on the list of powers that are so situational you might as well just pretend they don't exist.

    Change FFG to operate the same way. A click power that summons a targeting drone looking thing that hovers around you and provides a dispersion bubble buff. Only this would have something like a 60 duration and a 120 recharge, requiring the player to invest in recharge to perma it. The current one is slow, gets hung up corners, has weird pathfinding, and can get stuck on NPCs, objects, MM henchmen, and even players. It doesn't always end up where you want it! The only trick I've seen with FFG that this change would screw up is when people use their teleport stealth IO to TP their FFG to give themselves a stealth bonus. It's not very common, and in fact, I've only ever seen or heard of ONE player doing it.

    Poison Trap is actually still a good power for the debuff it provides but it's hold potential is lacking. Overall, advocates of Traps would like to see this power get some love, but I'm not really sure what would do that wouldn't break the cottage rule, or overpower it.

    Time Bomb would be best suited to getting an Omega Maneuver type change. The ability to teleport in a stealth bomb at range that can only be seen by perceptive foes and still explodes even if they manage to damage it enough.

    It'd be nice if Trip Mine could be slotted for interrupt reduction...

    Anyway those are my ideas. I don't think they really cause for any sweeping balance changes, break the cottage rule, or screw over people who are used to playing the sets a certain way. My only intent is to find ways to improve the playability of both AR and Traps.
  11. No one here has mentioned if RoA is gonna get scourge. It's 3 separate hit checks, so it COULD scourge. I sent Castle a PM a while back asking about if it were to come over would it scourge and he told me that if they programmed in Scourge into the pet that is summoned then it could...


    if it could...that would be SOOOO crazy.
  12. Spines/Fire becoming bloody spines/blood..something or other. Acidic blood! That spews everywhere all the time! There we go.
  13. Wake me up when this issue comes out!
  14. Extreme mastur....ooooohhhhhh
  15. I agree with this statement.
  16. Neogumbercules

    Noob Question...

    Hi Arathall, welcome to the game.

    Most people around here would suggest something like katana/willpower as a beginner set. It's a fairly straight forward, no maintenance combination that starts off decent and is fairly tough. You basically toggle on your powers and you're good to go.

    My first scrapper back in I4 was a Claws/Dark Armor. It's much much more complicated to play, but I think in the long run a learned a lot more about the game mechanics with a more complicated/endurance heavy combination. It also spurred me to learn more about how to make an effective build, as something like Kat/WP is very straightforward.

    Basically, it's almost impossible to make a bad scrapper. They are a fairly well balanced class and all cater well to the scrapper playstyle, which is to flip out and kill things.

    The main concepts to damage mitigation in armor sets are defense, resistance, healing, and regeneration. Some sets offer a mixture of all of these elements, some are more heavily weighted towards one. The difference between healing and regeneration is healing is an instant HP gain, like I'm sure you've seen in any number of other games. Regeneration is the amount of HP you gain back over time. Sets that rely on Regen drastically improve that amount, as ALL ATs in the game have passive regeneration.

    Resistance: You usually get hit, but the amount of damage you take is reduced by how much protection your armors provide to that particular type of attack.

    Defense: You have the ability to outright avoid attacks. It basically makes enemies miss you A LOT more often, but when you do get hit, it hurts a lot more.

    Invuln: Good resistance against common damage types, the more foes around you, the stronger you get. Built as kind of a hybrid to both deflect attacks, and soften the attacks that do hit you. Mix of defense and resistance.

    Super Reflexes: Designed to allow you to straight up avoid attacks. The game rolls a die to see whether or not you get hit. Fully enhanced and at high levels that die usually rolls in your favor. Almost purely defense based, but it does have a scaling built in damage resistance factor where the lower your HP, the more damage resistance you gain.

    Dark Armor: Designed to reduce the damage you take from attacks. Enemies will rarely miss you but they deal a lot less damage thanks to your armor. Comes with a HUGE heal and some good AoE control abilities to increase your survivability. Mostly resistance with a self heal and some soft-control.

    Willpower: A naturals choice. No fancy graphics. The intended theme was geared more towards a natural strong guy. You have the ability to deflect and absorb some blows, but it's main source of mitigation is through regenerating HP and endurance very quickly. Combination of defense, resistance, and regeneration.

    Regeneration: Think your "healing factor" type comic character and there you go. Very clicky and relies on self heals and powers that drastically boost your regeneration. Obviously this set relies on healing and regenerating.

    Firery Aura: This set is less durable than others but makes up for it in ways to boost your damage. It's got a toggle that makes flames shoot out of your body that damage the enemies constantly. It's a resistance based set and has decent resists to most damage types, but it's main source of survival is a fast recharging self-heal.

    Shield Defense: Kind of a mish-mash of SR and...something else. It's also less durable than others but trades that off with the ability to massive boost your damage with a toggle power that gives you about 10% extra damage for every foe in melee range with you. It's also got a HUGE targeted AoE damage ability. If your goal is to be as damaging as you can be, Shield Defense if your secondary. It's a mix of +HP, defense and some resistance, but mostly defense.
  17. Cap Au Diable 97 (+1)
    Sharkhead Isle 23
    St. Martial 23 (-1)
  18. I agree with EvilRyu.

    I'd also like to add, though, that this kind of reminds me of safety features in a car, and when does the manufacturer no longer have any amount of liability.

    They want to make their cars safer and cover their [censored] when it comes to getting sued by people who want to claim they didn't know how it all worked. They tried auto seat belts that people hated. Then they added the seatbelt light on the dash. Now most cars will ding at you, or have a heads up display tell you to put on your seatbelt while dinging at you. If people choose to ignore these until that last fleeting instant before their face gets implanted on the windshield, the car manufacturer can't really be held responsible.

    I think the game does a decent job of explaining how domination works to players if they choose to read the AT description. However, I guess there could be room for making it even more clear.
  19. They still need to give the Midnight Grasp treatment to flamethrower.
  20. Neogumbercules

    This is sad.

    They need to take the AE buildings out of the lowbie zones.
  21. I really don't see many elecs or darks.
  22. The existence of conserve power in ELA is completely superfluous. There is absolutely no reason why it needed to be in that set, and it was a terrible design choice from the get go.

    Few people would cry if it got turned into a dull pain clone. I think the cottage rule in this case can eat me. ELA gets unlimited endurance once powersink is taken.
  23. Shields. IMO on a set with no self-heal I prefer defense. You can get yourself up to around 30% def or so with little investment and some smart power selections.

    Shields has a targeted AoE very high damage attack that basically works just like Lightning Rod. That's enough burst AoE to open up on a spawn of foes to kill all minions and LTs. Then there's even more AoE in attacks like Thunderstrike and Chain Induction.

    Shields also gets a power that averages out to about 10% extra damage for every foe in melee range up to 10 foes. Having more damage never hurts.
  24. SS/SD/Soul Brute. You have footstomp on a fast recharge, Shield Charge up every mob or so, and Dark Obliteration. Under the effects of high fury, Rage, and Fulcrum shift you can knock out an entire spawn in your opening volley. Run in to get a good buff from Against All Odds, Shield Charge, foot stop, DO. Minions are guaranteed dead, LTs are probably dead depending on buffs/levels, and the bosses are way down on health and just begging for a KO blow.

    I don't think any corr can do that as fast with as much safety.

    But if you're looking for an AoE king corr, look no further than Fire/Storm. Put a -res debuff proc in Freezing Rain. Open every spawn with freezing rain, followed by Rain of Fire, mop up with fireball and fire breath.
  25. Cap Au Diable 83
    Sharkhead Isle 28 (-1)
    St. Martial 32 (+1)