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Posts
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Joined
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Don't they usually come a little while after the issue itself?
Then again, I have a billion and five respecs on every character so... meh. -
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Sick Puppies - Either /Poison or /Pain
An animal trainer working for a circus that gets cursed (the whole circus) when someone cheats an old gypsy woman out of her prize. His animals begin to wither and die, and he makes a pact with a demon for the power to save them. The side effect of that becoming that both he and his animals become more and more savage and twisted as he uses the power. -
Not sure about 'least', but Battle Axe does well without much recharge.
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Nice work as usual. I especially like the second set, but I couldn't really say why.
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I don't draw, but I will say that trying to do anything involving a significant amount of cranial input with a tv in the room is less than ideal. Unless you strictly leave it off. Television kills my creativity and ability to think faster than anything. Especially when its something you're kind of forcing yourself to do in the first place.
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I'm already preparing my "The servers are down during my prime playing time, waaaahhh!" rant thread.
Sure, it's not true, but someone's gotta throw a hissy fit, so I might as well be the first.
Personally, I'm looking forward to brand new neg damage based powersets and an entire new zone filled with zombies. Apparently the devs have a sadistic streak.
Seriously though, I think I'm really going to enjoy Beast Mastery and Dark Control. Concepts and names are ready to go. -
I like the idea of just a straight damage buff. I use the snipe on my energy blaster to start a lot of fights and it would be nice if it were more of a sure thing, even if just on lt's. Getting rid of the interrupt would just make it another attack, and I've already got as many, if not more, attacks as I can reasonably and at the same time make it not a snipe.
Also, fix the break in the Sniper Rifle animation where you lower the gun half-way through before finishing the shot. -
Pfft... only ~66,000 views per hour.
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Anton Sampson
I just saved the world for you, and you still won't give me your flapjackin' phone number. Fine, I'm going to go find a Nemesis sniper and slip him a few hundred dollars to send some lead in your direction. -
So... we skipping tonight then?
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Great googly moogly, now that's a trailer!
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I love the animation for Executioner's Shot, but the sound that goes with it is probably my favourite sfx in the entire game.
Also, shooting runners in the back of the head.
Considering Dual Pistols is fast becoming my new all-purpose set to go with Inv and MA, I would love any upgrades. -
Quote:My own Energy/Energy brute is at 39 and I really enjoy him. I absolutely despised Energy Melee on my old Inv/EM tanker due to the power ordering (the reason I rerolled him to a brute). I've found EM better than advertised (for brutes anyway), and EA, after getting Energy Drain, is very nice to play. I wish I didn't have to wait so long for a self-heal, but that's just the way it is.This is good to know. I recently created an Energy Melee/Energy Armor Brute; he is at level 18 at the moment. I am thoroughly impressed with this combination as I am with my Electric Armor/Energy Melee Tank.
After reading your post, I have great hopes for this character. He'll be my second Brute I'll take to 50. Thanks! -
Quote:Well, ED slotting will give you 95-100% for something like damage. Mids is showing Hurl in you build at 210%, enough for 2 attacks, and Haymaker's at 170 and KoBlow at 135ish. Most of that is completely wasted. If you hover over the attack in Mids, a list of enhancement values will popup. If you've over-slotted the value will show in Red, while the "Pre-ED" value will be in brackets beside the actual value. So before ED, you'd be enhancing Hurl by 206.7%, while now it's only 111.01%. In this case it's largely because you've got level 50 generic IO's in addition to slotting sets which have a good amount of damage in them.See, this is my problem, as mentioned above. I am not a big numbers person and thus don't always recognise when I go from "enough" to "too much". Any suggestions on what I can put, where?
Conversely, Footstomp, LBE, and Energy Torrent could all use more damage slotting. I would six-slot Footstomp to improve everything, but mainly getting the damage up to 96%ish where most attacks should be. It's a great attack and deserves the slots. Energy Torrent, since you like using it, is in a similar boat. ED-capped damage, some accuracy, endred, and recharge. LBE should be slotted as an attack if you keep it, though personally I would drop it since you already have Hurl which does loads more damage. Slotting it purely for Defence Debuff is not going to help much in actual play.
The no more than 3 SO's worth is more of a reference to the percentage value provided by those 3 SO's than the number of SO's.
I fiddled a bit with your build, just trying to move stuff around a little. I don't recommend using it as a final build, as its not soft-capped, finished or all that great, but it would improve your survivability. I tried to keep your powers for the most part, although I did fit in the Fighting Pool. Dropped Focused Accuracy for Conserve Power, because with just the base slot it's a better choice, and the ToHit from Invincibility and Rage make it kind of pointless other than debuff resistance.
I would suggest looking at Call_Me_Awesome's guide for soft-capping Inv tanks. Also, there's probably some very solid builds already floating around the forum.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Maiden Canada: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-EndRdx/Rchg(3)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-EndRdx/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9)
Level 4: Boxing -- Acc-I(A)
Level 6: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31)
Level 8: Dull Pain -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx(34), Dct'dW-Rchg(50)
Level 10: Resist Elements -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/EndRdx(13), Aegis-ResDam/Rchg(15)
Level 12: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-EndRdx/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23)
Level 14: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(17), Aegis-EndRdx/Rchg(19)
Level 16: Taunt -- Taunt-I(A)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(21)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(23), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 22: Fly -- Flight-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-EndRdx/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(42)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(27)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(43), ToHit-I(46), ToHit-I(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 32: Weave -- EndRdx-I(A), DefBuff-I(33), DefBuff-I(33), DefBuff-I(33)
Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40)
Level 38: Foot Stomp -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(40), M'Strk-Dmg/Rchg(40), M'Strk-Acc/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45)
Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), KinCrsh-Rechg/EndRdx(50)
Level 49: Unstoppable -- ResDam-I(A)
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Heal-I(A), Heal-I(45), Numna-Regen/Rcvry+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(43), P'Shift-End%(43)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run -
Some general points to consider, because my Mids-fu is not strong and someone else likely has a build already made:
-Without going for the fighting pool, you'll always be much weaker than a tanker with it.
-Dull Pain, Hasten, and Rage are underslotted.
-Drop Focused Accuracy. Invincibility + Rage make it pointless, and by itself it more than doubles an Inv tank's endurance usage.
-The entire APP needs serious consideration. The power slotting makes almost no sense. The same Rech bonus from Physical Perfection can be had from 5-slotting Doctored Wounds in Dull Pain which will also make Dull Pain much more useful. If you're going to use Energy Torrent as much as you say, it should get more slots. LBE might give you bonuses, but it's pretty much useless as it is now.
-Way too much slotting for Flight Speed. I think one SO in fly will cap flight speed, and you certainly don't need the extra slot in Swift.
-I love Hurl, but it is monumentally overslotted for Damage, as are Haymaker and Knockout Blow.
-I would abandon Unstoppable, I've never really found a use for it. If you are keeping it, it doesn't need so many slots. 1 Resistance will put you at almost 88% res, which will easily put you over the cap with the passives.
-Personally, I would slot Jab and drop Punch. Punch is a better attack, but since you have to take Jab, and it adds bruising, you might as well make it useful.
-If you do drop Punch, Handclap, and Unstoppable, you can now pick up Boxing, Tough, and Weave. 5 slots from Unstoppable, 1 slot from Swift, and those two toggles can be reasonably well slotted for effectiveness, if not bonuses. -
Find Collect on the nav menu in game, then pick Superpacks -> Heroes and Villains. It shows where each piece is located in the costume creator.
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While I don't have an issue playing any set, I will not play a MA/Nin stalker ever again. Just rerolled one to a StJ/WP brute. My /DA brute running 9 toggles was easier on the blue bar without much IO investment on her part. A shame too, because I love MA and Nin.
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KM works well with stacking stuns with OG.
MA and TW both provide a +Def power early on for added survivability.
DM has a Siphon Life, a second, cheaper to use heal.
Then there's Fire with the pure damagey goodness.
Theft of Essence Chance for +End proc is a must have for Dark Regeneration, which is your biggest end hog. -
That was a joke, all 12 DA toggles cover you in black blackness. But yes, I originally meant to say Death Shroud.