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Quote:My view is pretty much the same as yours, maybe it was the number of posts directed against JB that distorted the thread.This is why a decent amount of posters in this thread have said that they don't think that increasing the Tanker Damage cap by 100% would break the AT.
I also think that a fair number of people here agree that Brutes are probably out of whack, but we've been conditioned to believe that calling for a nerf on another AT is taboo, so we don't say that. The numbers run show that Scrappers aren't a problem. Sure, they can do more damage, but aren't nearly as tough as Tankers even at the caps. Brutes, however, are. Why the devs decided to give them Tanker resistance caps is beyond me (I think they would have been fine at 80%); likewise with their gauntlet-lite.
However, taking a broken AT, and making other ATs just as broken as it, is not necessarily the way to go.
Then there are people who LIKE the role of the current Tankers, and want to have more of that role, and want to have Tankers shine at it more than they currently do.
So there are basically three schools of thought that you see in a thread like this:
1) Tankers are fine, it's Brutes that are the problem.
2) Brutes are fine, Tankers need more damage (or damage potential).
3) Brutes are fine, Tankers need to be more Tankerish.
None of these viewpoints is inherently wrong, and should be discussed.
Quote:There is nothing to justify, they never attain Tanker level mitigation.
If a Brute has X% survivability of a Tank, shouldn't a Tank have X% of the Brutes damage? As I said I'm not number grinder but from what I've seen and heard this isn't the case. -
Hi All,
I've been reading this thread with interest and based on what I've seen I tend to side with Johnny Butane.
The reason is that people keep putting forward the argument that, "because Tankers have a damage secondary they aren't meant to deal alot of damage", now this is a fair point. However these same poeple appear to have no issue with ATs with a defence secondary getting close to Tank survivability.
So my question is "Where is the justification for Brutes and to a lesser degree Scrappers being able to deal alot of damage while being able to attain very good survivability while a Tank isn't allowed to build for damage?"
Aren't these simply similar AT's coming from opposite positions, building to cover their shortcomings and thus becoming more efficient? -
Quote:As I stated in an earlier post, I put forward a similar proposal a while back - my suggestion was actually for an Assault/Defense AT.In my opinion...the people who want this...actually want scrapper survivability with blaster damage.
I say that because of the fact that you can already make a survivable ranged damage character that doesn't have as a much damage as a blaster and doesn't have as much survivability as a scrapper...yet this clearly is not good enough for them.
Personally I'm not looking for massive damage at range just a new experience.
Downside of the Blaster scenario - end game build, I'm looking at standard play/levelling.
Defender (FF/Fire for example) - this would achieve the goals but ties you into buffs.
Veats - can achieve the goals but ties you into specific damage types, back story, and design.
Why can't we have an AT that has a similar capability to Veats but with more options for customisations? -
Quote:I put forward a similar idea about a year ago - Assault/Defense and got exactly the same response.Traps and trick arrow deserve a special mention. They do allow for solo use quite nicely.
BUT...
it still isnt quite what I am after. Again, i am not knocking the sets or AT's. but a Brute or scrapper, when you see a spawn, you just go for it and start throwing punches etc. there is no stopping to set up a minefield, or spending your first 2 or 3 actions setting up a poison trap or triage beacon.
And thats the difference- i want to just go for it, and start blasting stuff without gimicks or set up time. I want to use tactics for especially difficult fights, not almost every fight. I want to cut loose and chuck fire everywhere, and not be stopped dead in my tracks for 15 seconds because a tesla knight clockwork put me to sleep, or a crey liut hit me with a mag 1 stun punch so my dmg aura detoggles and half of my defenses are suppressed. I dont want to rely on "chance for knockback" to keep me from getting 2 shotted. I dont want to be forced into the endo drain metagame to play an elec blast character because thats the only way to survive long enough to win the battle.
I want to blast. i want more reliable defenses that keep me moving for a faster paced, less tactical, less gimmicky solo game, but only enough defense that a normal spawn poses a similar threat as it would to a scrapper or brute. I want a simplified blasting experiance.
I did actually take the advice put forward and make a Fortunata and this did indeen tick most of the boxes.
The existance of Veats shows that the design of a ranged/defense is viable and wouldn't be overpowered, having the new AT set would simply allow people more design/concept options - I thought CoH was renowned for this and was pushing this further with power customisation. -
Quote:The are numerous AT's that can perform the same feats, soem that spring to mind:So far, my tricked out fire/traps is by far my most powerful toon. Can melt x8 mobs in seconds with 0 downtime and capped defense.
What are some AT and builds I can get the same level of satisfaction with?
Corruptors - Fire/Dark, Fire/Time
Doms - Mind/Fire, Plant/Fire, Earth/Fire
Controllers - Fire/Kin, Fire/Storm, Plant/Storm
Brutes - SS/Fire
Scrappers - Fire/SD
That's a small selection that I can think of as being at the top end of performance. -
Thanks for all the responses.
There have been no "nay" sayers so I'll assume that the combo is worth pursuing.
Thanks again. -
Quote:I wasn't aware that Comsume had any -End protection, good to know./fire brute with consume is immune to end drain. That is the best thing about fire armor.
Is there any way to negate Psi damage or do you simply rely on the heal and extra damage to take the mobs down quickly?
How well does KM work with FA?
Outside of Super Strength have you got any other recommendations for a good /FA Brute?
Thanks. -
Hi all,
I've recently started my first Brute and would appreciate some advice to make sure that the decision that I've made is right before putting too much time into the alt.
I've been playing a Sheild/SS Tank as my main for quite a while and although it's been fun, I've found that with the release of Incarnates the disparity in survivability between Tanks and Brutes has diminished while the damage dealt has not, due to the caps of each.
I'm looking to make a Brute with good damage for standard PVE, I'm not looking to Farm or specifically solo AV's etc but if the need arises it would be nice to have the option.
The Brute that I've just started is a KM/FA, the reasons behind this choice are:
FA - Is the most damaging secondary. I've got a level 50 FA/IM Tank that I enjoyed playing at the low/mid levels but hated in the 40's due to all the Psi and End drain. I was torn between Electric Armour and Fire Armour here, common sense said Electric as it covers the holes that FA has, however I've seen posts saying that Incarnates and IO's make Psi and -End a non issue.
Of these two what is the damage differential and what is the survivabilty difference? Pros/Cons?
For the Primary:
Super Strength - ruled this out as I've played it to death on my SD/SS
Fire Melee - good damage but no mitigation, also I'm not a fan of Build up powers spike damage, I much prefer the constant damage boost in some other sets.
Weapons based sets - I believe that Burn (if I stay with FA) will cause redraw, ideally I want to avoid this.
Claws - weapons based but minimal redraw?, not sure on this.
This was the rough logic that meant that I ended up with a KM/FA Brute, currently he's only level 12 so I've got no problems rerolling him - just after some guidance.
Thanks all. -
Quote:Why not simply go for the Fire App and have Footstomp and Fireball as your AoE's?I've been playing around in mids, and I'm very seriously considering taking spring attack over K.O. Blow, here are my considerations:
Spring Attack will do more DPS, as long as I can hit 7 targets every 32 seconds or so. This is rarely a problem.
It simplifies my attack chain. Not a big issue, but it helps
Because of a Fury of the Gladiator, and Force Feedback +Recharge proc in Foot stomp, I only have room for 4 other Enh. If I go with Spring Attack I can 5 Slot Armageddon for that sweet +10% recharge. I'm all about the foot stomp!
If I go with K.O. Blow, obviously my single-target damage improves greatly.
I could get rid of Super Jump (I have Ninja Run). I'm hesitant to do this anyway, my tank isn't much of a ninja, and looks silly doing flips everywhere.
If I did get rid of super-jump I would likely take tactics. I find the confuse/terrorize hole in my defense quite annoying (You would think that being nigh-invulnerable would give some resistance to fear).
My only other attacks are jab, haymaker, and laser beam eyes. Obviously Jab stays. I really like my ranged attack for pulling stray enemies off allies, (-20% res proc doesn't hurt). Haymaker fills any gap in my cool-downs.
Of course, I really like K.O. Blow... Who doesn't? Thoughts? Opinions? -
Sewer Trials aren't a bad way to level up.
It can't compete with being PL'd or Farms but pretty good XP for normal play. -
Quote:It's been a while since I played my SD/SS tank but from memory (I could be remembering incorrectly) when solo I was usually at or near the damage cap.Brutes' damage cap is really high; you're rarely going to hit it on teams, and you'll never hit it solo unless you're popping more reds than hunter thompson.
What you can do is truck along between 300 and 400% +damage pretty consistently between AAO, stacked rage and a 3/4 fury bar. Footstomp, shield charge and a patron pool provide plenty of aoe, and SS can pump out solid ST damage as well.
End consumption is an issue (/shield has a lot of toggles to run and SS drinks blue bar), but the sky is the limit for SS/SD if you're willing to spend on it.
On the basis that the above is true, with the higher base damage and ability to focus on recharge as opposed to defense the Tank would be outdamaging the Brute.
As I said, if I'm remembering correctly. -
A corruptor might also fit the bill for this.
Fire paired with Traps or Dark spring to mind. -
Thanks guys, sounds like it's worth picking up, I'll push it out a bit though until I can handle the end cost,
-
How important is Time Juncture to Fire/Time?
I've just started one and based on Fire being primarily rannged and Time giving a decent amount of control I was envisaging a ranged style of play.
Will I be gimping the build by playing this way and skipping TJ? -
Personally I'd rather simply change the damage type from all lethal (which is heavily resisted) to a combination of lethal and smashing (that is less so). From a concept perspective it works due to the heavy weight/impact of the weapon compared to Katana which is very quick, light and slicey.
The addition of the smashing damage should allow BS to excel against a greater number of mob types. -
Quote:With a Defender/Corruptor it's highly dependant on the combination, certainly my Fire/Dark Corruptor clears maps faster than most if not all of my Scrappers.Note that even with reactive interface, you still won't be mowing down hordes of enemies the way top-tier scrappers/brutes can. My corrs and fenders solo +2/x8, but slowly.
RoFand Fireball with Tar Patch is a wonder. -
Quote:Blasters don't get Traps, I asume that you mean Devices.Yeah, I do the -1/+0 cause its already a month commitment or so lol. So, let me rephrase the question.
What Blaster has the easiest time soloing in the game? I'm actually thinking traps as the secondary, because if i needed to I could take my time and set up kill positions with trops/bombs/mines. Also considering that the mobs will be pretty much everything the game has, and every map, and every situation. -
I've got a DA/EM that I put together for the same reason that you are -stacking stuns.
It is very effective mitigation although can be end heavy as you're spamming attacks to maintain the stuns.
If I was starting again I'd go with DA/WM as War Mace is both stun heavy and has a good mix of AoE and ST damage. -
Hi all,
I've recently started a Ninja/FF MM and have a few questions.
I've dabbled with a few MM builds in the past so know a little about them and based on that experience I was expecting some form or self buffing/healing from the 2nd tier ninjas but there appears to be none.
Is the set all about damage and if so how much more damage does it do compared to other sets?
Is the set sub par compared to others?
I'll carry on playing the set because I do enjoy it, guess I just want to know how it compares, pros and cons etc. -
Quote:I completely agree with what your saying but on the basis that perma PA had been achieved I'd play the percentage game and go with S/L defense.While some people feel that Defense is particularly valuable, I don't find it all that essential on an Ill/Rad. The whole purpose of getting Perma Phantom Army is so that that they will draw aggro. If you are getting attacked a lot, then "yer doin' it wrong." While S/L is certainly the most common type of damage in most of the game, it appears that there is a LOT of Energy and Psi damage in the Incarnate trials, so capping S/L Defense won't help as much.
Opinions differ. I have not sought Defense on my Ill/Rad and feel that I do fine without it. I would have to make a lot of changes and sacrifices to try to cap S/L defense because Illusion/Rad doesn't have some of the powers that will take sets with lots of S/L defense, like Immob (Enfeebled Operation) or melee attacks (Kinetic Combat).
Yes, occasionally I may faceplant when capped S/L defense might have saved me. Oh, well. I don't want to give up some of my situational powers (Recall Friend, Mutation) to get the fighting pool or Leadership. I just don't feel it is worth it. -
Quote:Personally I'd go for capped S/L.I built an Ill/Rad 'troller and now have perma-pa. I'm starting on the incarnate stuff but I'm unsure of where to go with it. Any suggestions? Here's the build:
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Magus Blackstaff: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
------------
Level 1: Blind
(A) Unbreakable Constraint - Hold
(3) Unbreakable Constraint - Hold/Recharge
(3) Unbreakable Constraint - Accuracy/Hold/Recharge
(5) Unbreakable Constraint - Accuracy/Recharge
(5) Unbreakable Constraint - Endurance/Hold
Level 1: Radiant Aura
(A) Regenerative Tissue - Heal/Endurance
(7) Regenerative Tissue - Endurance/Recharge
(7) Regenerative Tissue - Heal/Recharge
(9) Regenerative Tissue - Heal/Endurance/Recharge
(9) Regenerative Tissue - +Regeneration
Level 2: Spectral Wounds
(A) Decimation - Accuracy/Damage
(11) Decimation - Damage/Endurance
(11) Decimation - Damage/Recharge
(13) Decimation - Accuracy/Endurance/Recharge
(13) Decimation - Accuracy/Damage/Recharge
Level 4: Accelerate Metabolism
(A) Efficacy Adaptor - EndMod
(15) Efficacy Adaptor - EndMod/Recharge
(15) Efficacy Adaptor - EndMod/Accuracy/Recharge
(17) Efficacy Adaptor - Accuracy/Recharge
(17) Efficacy Adaptor - EndMod/Accuracy
(19) Efficacy Adaptor - EndMod/Endurance
Level 6: Deceive
(A) Coercive Persuasion - Confused
(19) Coercive Persuasion - Confused/Recharge
(21) Coercive Persuasion - Accuracy/Confused/Recharge
(21) Coercive Persuasion - Accuracy/Recharge
(23) Coercive Persuasion - Confused/Endurance
Level 8: Superior Invisibility
(A) Luck of the Gambler - Recharge Speed
(23) Endurance Reduction IO
Level 10: Recall Friend
(A) Range IO
Level 12: Hover
(A) Luck of the Gambler - Recharge Speed
(25) Flight Speed IO
Level 14: Teleport
(A) Jaunt - Range
(25) Jaunt - Endurance
(27) Jaunt - Endurance/Range
Level 16: Hasten
(A) Recharge Reduction IO
(27) Recharge Reduction IO
(29) Recharge Reduction IO
Level 18: Phantom Army
(A) Expedient Reinforcement - Accuracy/Recharge
(29) Expedient Reinforcement - Accuracy/Damage
(31) Expedient Reinforcement - Damage/Endurance
(31) Expedient Reinforcement - Accuracy/Damage/Recharge
(31) Expedient Reinforcement - Endurance/Damage/Recharge
(33) Recharge Reduction IO
Level 20: Mutation
(A) Range IO
Level 22: Radiation Infection
(A) Dark Watcher's Despair - To Hit Debuff
(33) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
(33) Dark Watcher's Despair - Recharge/Endurance
(34) Dark Watcher's Despair - To Hit Debuff/Endurance
(34) Dark Watcher's Despair - Chance for Recharge Slow
Level 24: Enervating Field
(A) Endurance Reduction IO
Level 26: Lingering Radiation
(A) Tempered Readiness - Accuracy/Slow
(34) Tempered Readiness - Damage/Slow
(36) Tempered Readiness - Accuracy/Endurance
(36) Tempered Readiness - Range/Slow
(36) Tempered Readiness - Endurance/Recharge/Slow
Level 28: Spectral Terror
(A) Glimpse of the Abyss - Accuracy/Endurance
(37) Glimpse of the Abyss - Endurance/Fear
(37) Glimpse of the Abyss - Fear/Range
(37) Glimpse of the Abyss - Accuracy/Fear/Recharge
(39) Glimpse of the Abyss - Accuracy/Recharge
Level 30: Group Invisibility
(A) Luck of the Gambler - Recharge Speed
Level 32: Phantasm
(A) Kinetic Crash - Damage/Knockback
(39) Kinetic Crash - Accuracy/Knockback
(39) Kinetic Crash - Recharge/Knockback
(40) Kinetic Crash - Recharge/Endurance
(40) Kinetic Crash - Damage/Endurance/Knockback
(50) Kinetic Crash - Accuracy/Damage/Knockback
Level 35: Fallout
(A) Damage Increase IO
(40) Damage Increase IO
(42) Damage Increase IO
Level 38: EM Pulse
(A) Accuracy IO
Level 41: Mental Blast
(A) Decimation - Accuracy/Damage
(42) Decimation - Damage/Endurance
(42) Decimation - Damage/Recharge
(43) Decimation - Accuracy/Endurance/Recharge
(43) Decimation - Accuracy/Damage/Recharge
Level 44: Mind Over Body
(A) Impervious Skin - Resistance/Endurance
(45) Impervious Skin - Resistance/Recharge
(45) Impervious Skin - Endurance/Recharge
(45) Impervious Skin - Resistance/Endurance/Recharge
(46) Impervious Skin - Status Resistance
Level 47: Psionic Tornado
(A) Positron's Blast - Accuracy/Damage
(48) Positron's Blast - Damage/Endurance
(48) Positron's Blast - Damage/Recharge
(48) Positron's Blast - Damage/Range
(50) Positron's Blast - Accuracy/Damage/Endurance
Level 49: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
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Level 1: Brawl
(A) Accuracy IO
Level 1: Sprint
(A) Run Speed IO
Level 2: Rest
(A) Recharge Reduction IO
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift
(A) Flight Speed IO
Level 2: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(50) Numina's Convalescence - Heal
Level 2: Hurdle
(A) Jumping IO
Level 2: Stamina
(A) Performance Shifter - Chance for +End
(43) Performance Shifter - EndMod/Accuracy
(46) Performance Shifter - EndMod
(46) Performance Shifter - EndMod/Recharge
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Quote:Hey folks! I recently began playing after a 7 year exodus. No more WoW! I currently have about 6 bil to throw into my new 50 shield/ss tanker. I have mids and would like your help with a great build. I would like to keep haste/tough/weave/super jump as well as combat jump and the energy epic pool set for the regen. I am open to suggestions. I have around 6 bil or so to spend. Defenses are a big factor here! So please offer your advice and post your builds!
Thanks a bunch!
Illuminatica 50 Ill/rad controller
Xx FREEDOM xX 50 shield/ss tanker
Justice Server
This is an close approximation of the build that I use.
It has got capped DDR, high recharge, very good damage and resistance to most debuffs. I hate being debuffed so my aim with this build was to have as much resistance to this as possible. I've also added Aid Self, this allows me to heal appoximately a third of my health every 7 seconds or so - with the high defense and use of -interrupt this can be used in the middle of x8 combat without issue.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Saint George: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Medicine
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(3), LkGmblr-Def/Rchg:50(3), LkGmblr-Rchg+:50(5), ResDam(48)
Level 1: Jab -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Dmg/EndRdx:50(15), C'ngImp-Dmg/Rchg:50(21), C'ngImp-Dmg/EndRdx/Rchg:50(29), Hectmb-Dam%:50(33)
Level 2: True Grit -- ImpSkn-ResDam/EndRdx:30(A), RgnTis-Regen+:30(9), ImpSkn-ResDam/Rchg:30(13), ImpSkn-EndRdx/Rchg:30(31), ImpSkn-ResDam/EndRdx/Rchg:30(43), ImpSkn-Status:30(46)
Level 4: Haymaker -- C'ngImp-Acc/Dmg/EndRdx:40(A), C'ngImp-Dmg/EndRdx/Rchg:37(5), C'ngImp-Acc/Dmg/Rchg:33(7), C'ngImp-Dmg/Rchg:33(9), C'ngImp-Acc/Dmg:30(11), C'ngImp-Dmg/EndRdx:31(11)
Level 6: Active Defense -- HO:Membr(A), HO:Membr(7), HO:Membr(39)
Level 8: Battle Agility -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(17), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx/Rchg:50(23)
Level 10: Taunt -- Acc-I:50(A)
Level 12: Phalanx Fighting -- LkGmblr-Rchg+:44(A)
Level 14: Aid Other -- Empty(A)
Level 16: Against All Odds -- EndRdx-I:50(A)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
Level 20: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(25), Hectmb-Acc/Dmg/Rchg:50(27), Hectmb-Acc/Rchg:50(27), Hectmb-Dmg/EndRdx:50(29)
Level 22: Aid Self -- Heal-I:50(A), Heal-I:50(23), IntRdx-I:50(25), IntRdx-I:50(33), IntRdx-I:50(43), Heal-I:50(46)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Shield Charge -- Oblit-Acc/Dmg/Rchg:30(A), Oblit-Dmg/Rchg:30(34), Oblit-%Dam:30(34), Oblit-Dmg:50(34), Oblit-Acc/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(36)
Level 28: Rage -- RechRdx-I:45(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A), ImpSkn-ResDam/EndRdx:30(37), ImpSkn-ResDam/Rchg:30(37), ImpSkn-EndRdx/Rchg:30(37), ImpSkn-ResDam/EndRdx/Rchg:30(50), ImpSkn-Status:30(50)
Level 32: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(40)
Level 35: Weave -- LkGmblr-Def:40(A), LkGmblr-Def/EndRdx:40(36), LkGmblr-Def/Rchg:40(39), LkGmblr-Rchg+:40(45)
Level 38: Foot Stomp -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(40), Armgdn-Dam%:50(40), Armgdn-Acc/Rchg:50(42), Armgdn-Dmg/EndRdx:50(42), FrcFbk-Rechg%:50(42)
Level 41: Focused Accuracy -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:40(43), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-Rchg/EndRdx:50(45), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(50)
Level 44: Physical Perfection -- Mrcl-Rcvry+:40(A), P'Shift-EndMod:50(48)
Level 47: Grant Cover -- HO:Enzym(A)
Level 49: Super Jump -- Winter-ResSlow:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(15), P'Shift-EndMod/Rchg:50(17), P'Shift-EndMod/Acc:50(48)
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 6.13% Defense(Smashing)
- 6.13% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 9.25% Defense(Melee)
- 5.5% Defense(Ranged)
- 5.5% Defense(AoE)
- 89% Enhancement(Accuracy)
- 82.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 231.9 HP (12.4%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Confused) 15%
- MezResist(Held) 15%
- MezResist(Immobilize) 19.4%
- MezResist(Sleep) 19.4%
- MezResist(Stun) 17.2%
- MezResist(Terrorized) 15%
- 13% (0.22 End/sec) Recovery
- 40% (3.12 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 2.5% Resistance(Psionic)
- 10% RunSpeed
- 4% XPDebtProtection
Set Bonuses:
Luck of the Gambler
(Deflection)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Jab)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(True Grit)- MezResist(Sleep) 2.2%
- 28.1 HP (1.5%) HitPoints
- 2% XPDebtProtection
- 5% Enhancement(RechargeTime)
- Status Resistance 7.5%
(Haymaker)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Battle Agility)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Phalanx Fighting)- 7.5% Enhancement(RechargeTime)
(Knockout Blow)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Shield Charge)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Tough)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Tough)- MezResist(Sleep) 2.2%
- 28.1 HP (1.5%) HitPoints
- 2% XPDebtProtection
- 5% Enhancement(RechargeTime)
- Status Resistance 7.5%
(Combat Jumping)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Weave)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints (Exceeded 5 Bonus Cap)
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Foot Stomp)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Focused Accuracy)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Super Jump)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
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Hi All,
I've thought of an idea for a new armour set; as far as I'm aware it's not been discussed before and is in no way origin specific.
I've got a quick disclaimer - I'm not a number grinder so I've included no specific numbers, the the whole set isn't even complete and is based primarily around existing powers in other AT's sets.
I'm simply throwing out the idea to see if it's viable, The rest is over to you guys.
The idea is Psychic Armour.
This is a resistance based armour with some control much like Dark Armour.
The powers in that I've based it around are:
Mind Over Body - Resist S/L and Psionics
Indomitable Will - Mez Resist
World of Confustion - Confusion Toggle (This would mitigate some damage in much the same way as Oppressive Gloom) Remove the damage.
Psychic Scream - Damage Aura - Psionic damage and -recharge, -end
Master of Illusion - Crashless/semi crashless tier 9 on a set recharge that summons x number of Phantom Army for x amount of time.
It needs some more standard armours - resists to energy, cold fire etc..
Does it need a heal?
Well that's all I've got so far, can it be made viable, would people want to play it?
Over to you guys. -
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Hi All,
I've been looking for any information on this but can't find any current postings of people having similar issues.
I've clicked on the game client and it just sits there saying "connecting" but never does. I've had this problem a number of times before and for the most part it has been an issue with the servers and not me. Are others having this issue currently or is it just me?
Thanks