Rylas

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  1. Well, last time around, the devs said XP boosters would stack onto Double XP weekends. This was before they sold the 2xXP Boosters, so there's no telling if they'll change that. You might PM a redname to get confirmation.
  2. Quote:
    Originally Posted by Shadey_NA View Post
    The feel of the set and looking through the mids numbers seems to be that regen/absorb is your top tier mitigation aspect. The other layers of resist, defense, -dam are supporters of that. So, slotting will be best spent making sure regen is at the top of it's game first.
    I think your observation on Regen is solid, but the suggestions for slotting I don't know if I could agree with. I think recharge might have just as much benefit as regen. But I don't think it would be wise to put all your mitigation bonuses in one basket. Working in some additional S/L defense would probably have more impact.

    I say that because Bio is pretty scrawny in debuff resists. If your regen gets debuffed, you'll be sorry you didn't have some other layers of mitigation worked up.

    I think the ideal balance might be Rech, Regen/+HP, Defense. With Regen/HP and Defense being pretty close in importance.

    Now, if we get some regen resist on Bio, I might change that stance.

    [edit] Keep in mind, recharge will also have a big impact on regen numbers because Ablative and PA will be up more often.
  3. Quote:
    Originally Posted by OneFrigidWitch View Post
    Yes. Why do you think it is considered a must have in DA heal? Consider what constitutes as a target in DNA and all of a sudden you will understand.
    I guess I never noticed the behavior in Dark Regen before. Of course, with all the defense I have on my IO build, I've hardly ever used it.
  4. Quote:
    Originally Posted by OneFrigidWitch View Post
    DNA: theft proc, 3 num, 2 nictus. Bio works best with +hp wherever you can get it. The theft proc means you will NEVER be out of end. EVER. Try it and you will understand. It is considerably different from how it works in DAs heal.....
    I thought the Theft proc only works once per activation. Does it proc per target?
  5. Quote:
    Originally Posted by LSK View Post
    Um thats a brute not a tank
    Yes, I said as much in my first post in the thread. But you can easily use this and end up having even better defense numbers, so if anything, that means it's more impressive for tankers.
  6. Quote:
    Originally Posted by DarkGob View Post
    As I said above, completely ignoring the character that won Ledger a posthumous Oscar is truly disrespectful.
    Seeing as Nolan knew Ledger on a personal level, maybe he knows what would have honored Ledger more than you do.

    Unless you're saying you knew the guy, then my apologies.
  7. Here's the build. Keep in mind, numbers are difficult to rely on for Mids at the moment, but the recharge numbers are all good. The current version of Mids has the wrong base recharge for PA right now, so you'll have to do the math for 260 sec base recharge. Basically, it's up every around every 70 secs or so.

    You mention wanting soft capped Psi defense, but honestly, I think you've sacrificed too much slotting to make it happen. Some armors are WAY over slotted while your heal powers are under-slotted for recharge. They'd probably be enough for any Psi mitigation you need on top of what Bio gives.

    Villain Plan by Mids' Villain Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Er Mah Gerd: Level 50 Magic Brute
    Primary Power Set: Staff Fighting
    Secondary Power Set: Bio Armor
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment

    Villain Profile:
    Level 1: Precise Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Acc/Dmg(13), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Dmg/Rchg(46)
    Level 1: Hardened Carapace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5), GA-3defTpProc(5)
    Level 2: Guarded Spin -- SBrutesF-Acc/EndRdx/Rchg(A), SBrutesF-Acc/Dmg(15), SBrutesF-Dmg/Rchg(15), M'Strk-Dmg/EndRdx/Rchg(25), M'Strk-Dmg/Rchg(25), LkGmblr-Rchg+(40)
    Level 4: Environmental Modification -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(9), LkGmblr-Rchg+(9)
    Level 6: Eye of the Storm -- SBrutesF-Rech/Fury(A), SBrutesF-Acc/Dmg/Rchg(7), SBrutesF-Acc/Dmg/EndRdx/Rchg(27), C'ngBlow-Dmg/Rchg(27), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Acc/Dmg(48)
    Level 8: Inexhaustible -- Numna-Heal(A), Numna-Heal/Rchg(11), Numna-Heal/EndRdx(11), EndMod-I(13)
    Level 10: Adaptation
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Ablative Carapace -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19), Dct'dW-Rchg(19)
    Level 18: Staff Mastery
    Level 20: Evolving Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23), S'fstPrt-ResDam/Def+(23)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(43)
    Level 24: Serpent's Reach -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(46)
    Level 26: Innocuous Strikes -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
    Level 28: DNA Siphon -- Theft-Heal/Rchg(A), Theft-Acc/Heal(29), Theft-Acc/EndRdx/Rchg(29), Nictus-Heal/HP/Regen/Rchg(31), Nictus-Acc/EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31)
    Level 30: Taunt -- Mocking-Taunt(A), Mocking-Rchg(42), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50)
    Level 32: Sky Splitter -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(40), Hectmb-Dam%(43)
    Level 35: Genetic Contamination -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Dam%(37)
    Level 38: Parasitic Aura -- Theft-Heal/Rchg(A), Theft-Acc/Heal(39), Theft-Acc/EndRdx/Rchg(39), Nictus-Heal/HP/Regen/Rchg(39), Nictus-Acc/EndRdx/Rchg(40)
    Level 41: Boxing -- Empty(A)
    Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(50)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(50)
    Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 10: Defensive Adaptation
    Level 10: Efficient Adaptation
    Level 10: Offensive Adaptation
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 18: Form of the Body
    Level 18: Form of the Mind
    Level 18: Form of the Soul
    Level 50: Spiritual Core Paragon
    ------------
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 22.25% Defense(Smashing)
    • 22.25% Defense(Lethal)
    • 10.69% Defense(Fire)
    • 10.69% Defense(Cold)
    • 11% Defense(Energy)
    • 11% Defense(Negative)
    • 6% Defense(Psionic)
    • 14.13% Defense(Melee)
    • 8.5% Defense(Ranged)
    • 10.69% Defense(AoE)
    • 5.4% Max End
    • 4% Enhancement(Heal)
    • 46% Enhancement(Accuracy)
    • 85% Enhancement(RechargeTime)
    • 269.9 HP (18%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilized) 5.5%
    • MezResist(Sleep) 1.65%
    • MezResist(Terrorized) 2.2%
    • 9% (0.15 End/sec) Recovery
    • 78% (4.87 HP/sec) Regeneration
    • 6.3% Resistance(Fire)
    • 6.3% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 1 Null
  8. I can't view builds at work, but I did notice you had Maneuvers. Honestly, unless you're trying to softcap in Efficient mode, it's not needed. You've got Tough, Weave and CJ. Those three right there and ED capped slotting (only 1 slotted CJ) will put you at the softcap for F/C/E/N in defensive mode with 10 mobs around.

    I figured I'd mention that since you didn't say what your goal was there. So apologies if you're going for more defense than that.

    Now, I do have a build for a Staff/Bio brute. I worked up about 155% global recharge (while Hasten is up) with the Spiritual T4 alpha. This perma'd Hasten and meant that Ablative and DNA would be up about every 30 seconds (15 second overlays in duration) and Parasitic Aura being up about 66% of the time. Honestly, if you can work in even 24% Defense to S/L on top of that, you're going to be ridiculously sturdy.

    To answer your specific questions:

    1) I skipped the T1 in Staff, but you obviously don't have that option. Perhaps you could skip Serpent's Reach or Precise Strike. 3 ST attacks and 3 AoEs make a pretty good selection.

    2) Some people will say that PA is skipable, but I think they're crazy. I honestly don't think there's one power I'd consider worth not taking.
  9. Quote:
    Originally Posted by Goliath Bird Eater View Post
    J.D. — You're the only man who's ever been inside of me.

    Turk — Whoa, I just took out his apendix.
  10. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Curse you, Powerpuff Rylas! I was gonna use that! >:/
    Well, if it helps, I just now saw the facebook post and EVERYONE used that joke. So no originality points for me.
  11. Wonder Twin Powers Activate!!

    Form of: Ice Unicycle!!
  12. Finally was able to go see the movie:

    Holy crap! I loved it! Christopher Nolan had this thing wrapped in a nice package from the Batman Begins to the end.

    For those troubled by the ending of the movie, just keep in mind that this is suppose to be a "realistic" Batman. But even back in The Dark Knight, it's already being hinted at that Batman won't be there forever. Harvey Dent says it at dinner the first time he meets Bruce Wayne. Bruce says it to Rachel that he wants to put down the mask.

    Also, when the movie begins it's made clear that Gotham is in a state of civil order. The corruption from previous movies is gone, so there's not a need for Batman until Bane shows up. Once Bane was taken care of, Gotham was pretty much safe again. Of course there's going to be a round up period, but hasn't Batman done enough? Is there a point in giving Gotham hope if it can't be left to take care of itself?

    I will say though, I wish they would have just said his real name was Tim Drake. I get that it might have needed to be spelled out for people not entrenched in the mythos, but the Robin line was a little bit forced.

    Michael Cain nearly reduced me to tears, though. I had to punch myself in the leg to keep it together. Didn't need my wife hazing me anymore than usual.
  13. Quote:
    Originally Posted by MachineSlave View Post
    Im looking for build suggestions, or tips.. Like i have no idea how to IO a Stoner, cuz with both Res and DEF, if i have Granite, do i still want to softcap? Is DM even a good Secondary?.. Also i have a Fire/SS Tank, and I dont really want SS again, Rage kinda pisses me off, but i love the set.. just hate the -dmg ..
    I think if you're going to go Stone, then you might enjoy a build that Soft caps S/L/E/N/Psi outside of Granite. It's completely possible to do and you'll be able to run through a lot of content without having to be in Granite all the time. That way you can enjoy DM's Soul Drain much better. You could probably make some room for a little recharge as well.
  14. Happy —OH GOD! KILL IT WITH FIRE!!!— Birthday!
  15. Quote:
    Originally Posted by Aett_Thorn View Post
    Yeah, I mean, no idea if this would help the set or not. But it would allow you to stun a group, allowing you to use your longer-animating ST attacks in much more safety than you might have had otherwise.
    Now that there's a pretty nifty idea. 10 sec stun duration would buy you enough time to do that. Sets like Regen and Bio wouldn't have to be quite as choosy about when they can use their powers.

    If devs can't find it in their hearts to reduce any animation times, I'd be able to accept this helpful change.
  16. Quote:
    Originally Posted by Starsman View Post
    In a 6 second window, other sets are likely to land between 3 or 4 attacks.
    Another issue with these 6 seconds is that a lot can happen TO YOU during this time. And for armor sets that are more actively engaging, that could mean a death (such as Regen or Bio). Granted, this does require someone to use a little bit of thinking when playing, but you're asking people to not use their hard hitting powers as much and slowing down their kill speed.

    It may not be quite that common, but its an issue that is out there.
  17. Quote:
    Originally Posted by Jack_NoMind View Post
    So, hey. Let me turn this into a question : Is it worthwhile to invest in mez resistance on a tanker? I mean we get 20% easily enough with the 3% resist psi global (forget which set offhand), and there are ways to build up to 50% without making *enormous* sacrifices. But everything has a cost. Worth it or no?
    Well, that may depend. Are you spending all your time in iTrials on a set with no Fear or Confuse protection? If so... mayyyybe.

    But it's probably more worthwhile focusing on other bonuses that do better at keeping you alive. If you take a look here you'll see that not that many sets lend themselves to a lot of mez protection. At least, not ones you might be worried about grabbing (or can slot more than once). It's probably better to focus on defense to avoid the mez.
  18. I'm not sure if this is the right thread to point this out in, so someone point me in the right direction if it's not.

    In Brute's Fury, there is an enhancement mistake:
    Acc/End/Rech should be Dam/End/Rech

    Also, has there been any thought towards making Common IOs have +1 through +5? Much like how SOs can be made plus or minus?
  19. Quote:
    Originally Posted by Airhammer View Post
    You cant nerf something that isnt even a final build or even live yet.. Seriously..
    You can if it's overpowered. Like Bio was. Now it's just about right.
  20. Quote:
    Originally Posted by _Pine_ View Post
    I will say there was a lot of different reviews of it. Some said, as Rylas that they were soloing +2x6 with common IOs and some of us were using IO sets and couldn't even solo +1x3 mobs.
    I didn't just say it. I showed it with a video. Which took place after the nerfs you bemoaned. If I can do it on just common IOs and you can't on IO sets, I'm not sure it's an issue with the set.

    Also, didn't someone in the beta forums already point out that you decided to use a video on Bio in Offensive mode to prove how it "actually was"?
  21. Quote:
    Originally Posted by Siolfir View Post
    It's thinking outside the box to try to make it work, though, and would have worked if they hadn't fixed Kinetics.
    Well... they could make a bugged psuedo pet for EM that did get affected by dead targets. But at this point we're already talking about a very elaborate system just to do ONE thing. Making it more elaborate sounds like a can of worms waiting to explode.
  22. Quote:
    Originally Posted by Starsman View Post
    I don't think you will convince the devs that the set being slow paced is a valid issue to fix.
    If it was valid to completely change the feel of a set before when it was broken, then it's valid to revert even a part of that feel if it's now considered under-performing. As long as balance is achieved I don't think it's as unlikely as you paint it.
  23. Quote:
    Originally Posted by Siolfir View Post
    Transfusion and Transference....
    Derp!

    Yes, that's what I meant.

    [edit] Well, a psuedo pet could be used if a feature like that was added. Activate ET: Psuedo pet spawns: if pet fails, grant shorter animation ET.
  24. Quote:
    Originally Posted by Siolfir View Post
    Edit to respond to corpse-blasting "fast cast": I wouldn't mind it but I don't know that it's okay on a miss (might be a bit OP relative to other sets), and I think that there may be data access issues with determining if it's a corpse-blast or not that would depend on underlying engine changes and as such be outside of the powers realm.
    If I understand you correctly, you're saying you don't think the system can detect a corpse blast. But it actually might. Remember, Twilight Grasp used to fail if the target died while it was activating. So there might be something there to use to build a detection for corpse blasting.

    ...maybe.