Shred_Monkey

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  1. In this case, you won't fine the brute out performing the scrapper. And you won't find the scrapper outperforming the brute. The only real reason to switch once you've started one is to play different content with essentually the same toon.
  2. Ok.. i didn't really read the OP... just going on the title alone. But, I find this video helps if you're wondering exactly what to do with your scrapper...

    http://www.youtube.com/watch?v=lC8o0VKWBAE
  3. Shred_Monkey

    The end is near

    Quote:
    Originally Posted by Nihilii View Post
    The difference between 43% and 45% (or even 44 and 45) is huge for me, provided I'm in a situation where I do need the survivability, especially in situations with significant defense debuffs as, even with capped DDR, cascasding defense failure can happen and will happen more often and faster as defense gets lower.

    It was really obvious for me when I was leveling on my ElM/SD, being at 31% defense one luck gave me 43.5% and sometimes it wasn't enough and I had to pop a second luck. On the other hand, if there was any minor defense buff on the team I'd be fine all day just using one luck. Of course, a leveling character has less HP, regen, DDR than an IOed out one, but then again, at this point that same character wasn't solo fighting +4/x8 arachnos or something like that.

    For most "normal" gameplay situations, it's probably not worth it to go all out with defense. Just to take one example, to sacrifice damage for defense doesn't strike me as efficient for a solo /SD farmer, as you're going to get tons of insp drops. On my ElM/SD I have enough to keep one luck up at all times *and* enough rages to more or less stay at the damage cap. It can be convenient though as clicking insps is one more thing you have to manage, and let's face it most people just don't like using insps (anyone's who tried to pass a wakie to a dead teammate only to get the "can't give, inspirations full" message, raise your hand).
    There's another solution to dealing with these types of issues. When I can't find a way to get to 45% defense on a build... i just think to myself... "hrmm.. ok.. at level 50, what's the penalty for dying again? Oh... yeah.. that's right there isn't one.... ok where can I get more damage."

    Sometimes not caring about a problem *IS* the best solution.
  4. Quote:
    Originally Posted by Sarrate View Post
    Really? That surprises me, Shred. I'd think that the chance of wasting the heal would be problematic. I know I wouldn't want to waste it on my Claws/Elec Brute.

    Note: I'm biased against autocast in general.
    I like having the regen and the endurance assistance as much as possible. The heal is just kind of a bonus that helps make up for the downtime in regen. The way I see it, if I'm relying on the heal, then i'm probably in over my head and therefore the heal is only going to keep me going an extra 10 seconds and then I'll be back in trouble again.

    In short, if i'm relying on a heal as part of my survival plan, I'd prefer it to be up much more often then energize. With such a long recharge, I like the auto-fire and forget method better.
  5. Disclaimers first:

    I just grabbed sets.. didn't fully look at the enhancement values yet to see if I have a full attack chain, but my gut feel is it's possible to run some good chains. I could probably rearrange the powers to get GFS instead of scorch and I'd consider reducing my regen to better slot Fire Sword Circle. So this is still a work in progress. I don't plan on playing this combo so I won't bother fully tweaking it out. But this should get you close.

    Highlights:
    Soft-capped to all 6 types. (prior to BotZ change)
    Decent recharge
    Excellent HP and regen

    note: This is similar to the EM/Will brute build I have on live. That one works quick nicely.


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), HO:Nucle(13)
    Level 1: High Pain Tolerance -- Aegis-ResDam/Rchg(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(11), Numna-Heal(21), Aegis-ResDam(25), Aegis-ResDam/EndRdx(42)
    Level 2: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/EndRdx/Rchg(17), GA-3defTpProc(40)
    Level 4: Cremate -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(13), Hectmb-Dam%(15), Mako-Acc/Dmg/EndRdx/Rchg(15)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(40), HO:Enzym(40)
    Level 8: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), HO:Nucle(48), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), Ksmt-ToHit+(33)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(21), Zephyr-Travel/EndRdx(42)
    Level 16: Rise to the Challenge -- HO:Golgi(A), HO:Golgi(17), HO:Golgi(29)
    Level 18: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Acc/Dmg/Rchg(19)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(29), EndMod-I(31)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/EndRdx/Rchg(27), KntkC'bat-Dmg/Rchg(27)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-EndRdx(39)
    Level 26: Weave -- LkGmblr-Rchg+(A), HO:Enzym(34), HO:Enzym(34)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), HO:Enzym(34), HO:Enzym(36)
    Level 30: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(33)
    Level 32: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(46), HO:Nucle(46)
    Level 35: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(37)
    Level 38: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39), Numna-Heal(45), Mrcl-Heal(46)
    Level 41: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), EndMod-I(43)
    Level 44: Char -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(48), HO:Enzym(48)
    Level 49: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 28.5% Defense(Smashing)
    • 28.5% Defense(Lethal)
    • 16.9% Defense(Fire)
    • 16.9% Defense(Cold)
    • 16.9% Defense(Energy)
    • 16.9% Defense(Negative)
    • 6% Defense(Psionic)
    • 17.3% Defense(Melee)
    • 13.8% Defense(Ranged)
    • 13.8% Defense(AoE)
    • 3.6% Max End
    • 15% Enhancement(Accuracy)
    • 47.5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 150.6 HP (11.2%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 14.9%
    • 10.5% (0.18 End/sec) Recovery
    • 36% (2.01 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 20% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  6. Quote:
    Originally Posted by eryq2 View Post
    Yea, i was concerned about that. But since it's a controlled team, i can just get them to work with me and let me set up then pull the mobs. This is my first traps/devices toon and i hope i even like it. lol. We're use to running at a larger team size so hopefully it'll work out nicely.
    Controlled team? That might not be so fury friendly. Once the Brute is able to sustain his endurance, he's gonna wanna keep fighting non-stop.

    You might develop some stategies where you herd spawns forward and pull spawns into a kill zone. And also increase the number of enemies as you've already discussed.

    It sounds like you're already aware of the potential issues. Personally, I don't think it's unmanagable if you're playing on a static team where you try to play toward each other's strengths.
  7. My first prolonged experience with the EM set was after the nerf so I wasn't spoiled by the previous version. I now have a level 50 EM/WP brute. I've solo'd him almost exclusively (enjoying the red side content instead of speeding past it). I found I grew to like the EM set. Not so much from a "uber powerful" perspective but more from a "I smash you now!" perspective. The TF and ET animations are very brutish.. even "incredible hulk-like" in the way they feel. And while there are ST chains that do more damage then what I've got... they don't exist at the level of recharge I'm running. I specifically selected EM because I could build a 200 DPS toon with only 37.5 global recharge. I could have done the same thing with claws and fire, but I went with energy because it was a new set to me. After playing the set for 50 levels one thing I'm quite pleased with that I hadn't anticipated was the benifit of having the chance to stun in every attack. Stacking stuns not only allow me to shutdown the incoming damage from a single hard target when needed, but I can also strategically shutdown toggles and debuffs. Furthermore, ET and TF have increased accuracy which help considerably when fighting +3s or better and against NPC's with +defense and/or tohitdebuffs. In all, there's really very few holes in this toon. I'm quite satisfied with the way it plays, and the tools EM brings is a big reason why.

    Sure, I'd be happy to see something buffed, but I don't think the set is broken by any stretch.
  8. Quote:
    Originally Posted by Moonlighter View Post
    I know I want to use it usually in passives. If Energize is always up though I was looking to grab the 6 piece Numina's ranged defense.
    That would be fine. If you go 120 seconds without clicking it then you'll loose the numina proc until it's clicked again. Personally, I like to have energize on autocast.
  9. Shred_Monkey

    Hello im new

    Quote:
    Originally Posted by klaus_NA View Post
    so we can solo things now?
    because in my time we could not even do solo missions :P, it was grouping or nothing
    Actually, we could always solo things. Back then we weren't as smart as we are now.
  10. Didn't read everything so this may have been mentioned... but the trick with debuffs, is debuffs can "fail." If that badguy moves out of range of the debuff, or the debuff misses, or it gets resisted by a lot (AV's tend to have have high debuff resistances), or if there's more badguys out there then the max targets affected.... then you lose your protection. Self buffs do not have this issue.

    That's not to say that it's an unreliable way to build.... it's just a *less* reliable way to build.
  11. Didn't read everyone's responses. But my quick response to the OP...

    On teams, resist sets can be great.. they can even out-perform defense sets because resist sets have damage auras thus producing higher damage output. They also have taunt auras which can benifit the teams as well. The lack of having any defense is basically covered up by your team... but that's not anything to be ashamed of... it's a fact of how this game works.

    Solo or teamed with only other damage dealers, if you're playing a resistance set with no defense, you're going to have to either play on an easier difficulty setting or spend a lot of time resting.
  12. Regarding the discussion about how /SR would porti to tanks. I think you're missing one thing. /SR's die when a tank should not. Sometimes an /SR scrapper will out survive tanks... but sometimes they do not. While most of the time, an /SR scrapper can survive at the agro cap long enough to clear the spawn, "most of the time" isn't good enough to tank. A tank should be trying to build such that it can live forever at the agro cap... During play, it needs to try to STAY at the agro cap by grabbing more agro. /SR just isn't the set to handle that.
  13. There actually is an ingame mechanism to direct you through the zone progression. Contacts give you new contacts when you've done enough work for them. Those contacts will be located in the next zones.

    That said, it can be a little complicated. There's additional contacts like the mission architect contact and the University contact who just give instructions. Detectives also show up on the contact list.

    My recommendation is to play though 1 contact at a time completely until they're out of missions before moving on. This will give you a continuous story line as well as keep you in the right level range for your toon.

    In general you'll get all new mission arc contacts every 5 levels.
  14. You just had an unlucky mix of teammates. Most random pick-up groups will have what's needed.
  15. Did anyone else look around a bit on the wesite the OP uses as his source of information? Go back 2 days to the interview with the Duke Nukem exec and tell me honestly that that's real.
  16. People who really are just building AE arcs for fun and not for farming aren't affected by these changes. There is no nerf of fun.
  17. Quote:
    Originally Posted by KW STRYKER View Post

    Should i invest in the Big player's Guide for COH? I found it on EBAY for under $15.00. Is it worth the investment?
    Paragon Wiki.... http://wiki.cohtitan.com/wiki/Main_Page... and these forums are the best source of information about the game.

    If you can't find what you want to know on the Wiki site, then ask in these forums. If you ask politely you'll usually get an answer (probably 4-5 answers) in under an hour.

    If it's in a book, it was 6-12 months out of date the day it was printed. It's definatly NOT worth the investment.
  18. Quote:
    Originally Posted by Castle View Post
    Unlikely. The 3 attacks that we have now for MM's took up far too much time in terms of development and, while we could likely reduce that somewhat now that we know what we are doing, it would also require 3-4 more animations to be made.

    So, while I'm not saying "Never" the odds are against it.
    How about 3 whip attacks and 6 build ups?
  19. Nothing to add since it's all guesswork anyway... except to say that I like very much that this conversastion can happen. The idea that we can side switch to gain access to different powers makes me smile.
  20. Given the penalty for death in this game (or lack thereof)... Not only do I not care if we have a healer. I don't care if I run out of hitpoints.
  21. Quote:
    Originally Posted by Arcanaville View Post
    I can think of all sorts of exotic things that just won't happen. One thing that could happen is Practiced Brawler could get a small slottable +health(small as in something like +10% health). That would add only a small amount of increased protection without increasing +DEF and add the ability to slot Heal sets in PB.
    In my opinion, with the change to the zephyr set, secondaries are pretty balanced now. the sets that lack relative mitigating abilities, make up for it in +heal, +regen, endurance management, taunt auras, and/or +damage.

    Which brings up the another point... if you gotta do something to tweak a secondary that's underperforming, you don't need to add more mitigation... or even more survival (as in +health/heals or active mitigation). I'd rather have +damage or +recharge anyway. I can avoid death pretty consistantly on all scrappers as it stands now.


    Regarding Castastrophic Defense failure I have some anecdotal data... I've been playing my EM/Will brute a lot lately. I was soloing a lot of Arachnoid missions pre 45 just to explore some enemies and maps that don't exist blueside. I play on on +3x4 so aracnoids are a pretty significant challenge. They have HUGE Defense Debuffs and willpower has no DDR to my knowledge. I had around 30% defense to all types except psi at that level... That's about like starting with down 2 hits from soft capped. I had to retreat sometimes and occasionally I would pull partial spawns if there was a danger of agroing an extra spawn. But once I got understood what they did, I would still win efficiently and quickly without deaths.

    I do monitor base defense in my Combat Attributes, so I know when I get hit with a debuff and how big it is immediately (That's the only time your base defense monitor is not 0%... it turns red and displays the negative amount of the debuff). If I didn't use the combat monitors, there are times when I wouldn't know that I was in trouble until it was too late to do anything about it.
  22. Shred_Monkey

    Epic Pools in GR

    Has there been any announcements or official discussion on what happens to Epic Pools with side switching? Obviously a brute playing blueside doesn't go do a task for an Arachnos Boss to open up the epic pools.
  23. http://wiki.cohtitan.com/wiki/Main_Page


    Paragon Wiki knows all. There's not a lot of help from day job accolades for AV killing. Most of the stuff has to do with increased drop rates. There is an accolade power that gives 10% recharge increase for a period of time (Time Lord).

    I find the one I use most is the Market Teleoporter.
  24. Bah.. forget survival... build for damage. You got a self rez.
  25. I don't pvp. But I've read that claws and dual blades are weak for PvP. I don't really know how weak relative to other scrapper sets, but that's probably worth getting a knowlegable opinion about, because you could accidently take a real dog.