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Posts
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Joined
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I agree with rewarding veteran players. I simply feel a few of them are a little overboard and unfair. Ninja Run for example, would have been an awful veteran-only ability and thankfully the devs didn't do that, but they have done other things that IMO they shouldn't have.
The wings solution was perfect. Vets get a couple of unique wing models available only to them, but everyone has at least the chance to have wings of some kind. Pets are bad because other players have zero ability whatsoever so to get any combatless pets. Let the vets keep a handful of unique models, but let us all craft or otherwise obtain at least a few kinds. That's all I'm requesting. So I guess I am not asking what the OP is... -
They (the community) wont listen OP. Won't happen. Vet rewards should not have existed in the first place, at least in their current form. The wings vet reward however is awesome. Why? Because everyone in the game has access to at least getting wings of some kind. If the 2004 vets had their way, no one but themselves would be allowed to have any wings. It's human nature, you want to stand out and be "special." If I had 04 veterancy and not taken breaks from the game, I'd be right with them. Hey, at least I admit it
How combat-less pets should have been:
Let the vets enjoy exclusive access for 1-3 months, then make them unlockable for everyone else, even if it meant visiting a vendor and paying a billion+ inf for them, per pet per character. For the vets they would always be free of charge though, hence preserving the "reward." Hell, let the vets even preserve 1-2 pet models exclusive to them only. Just give other players the option of even having a combat-less pet without having to wait 3 years for it -
Against an AV you typically will desire a -regen debuff. Amongst many ATs and powersets, a /dark MM happens to provide that debuff.
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I'm the BUYITNAO type and proud of it!
I make 300k+ per minute plus 1.4 purples per hour on average while farming. Not exactly worried about paying a little more to get something I really want now vs two weeks from now. Enjoy your profits from players like me -
Yeah I'm interested in trading my 1 billion infamy for 1 billion influence. If that's the direction you were looking for.
Edit: To the OP or anyone below PST to me @chriz2fer if interested -
I might look one of them up then. I don't know what's going on in GR but it sounds like a market merge would be an inevitable necessity. Oh well, in the meantime, I wanna get some dough on blue side
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Ideally a billion or so. Wanna gear up a Scrapper blue side. Reply or PM me on here if interested
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Not sure about "King" but a SS/Fire/Elec Brute with perma hasten is definitely up there. Foot Stomp, Ball Lightning, Electric Fences can be chained regularly all while pulsing Fire via Blazing Aura, so essentially you are constantly dishing out AOE.
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Quote:In my personal experience with my SS/Fire Brute I get more purples per hour on average with +0/+8 without bosses vs any higher setting with/without bosses.what settings do you usually run at to get to those numbers? +0/+8? without bosses? while bosses have better drop rates, but can slow down overall kill rate, does it work better for purple farming to leave them out?
In my opinion the greatly increased clearing rate outweighs the benefits of clearing bosses. Not to mention for me at least, it's less annoying/tedious especially in my case dealing with Fake Nemesis who often bubble and make me chase them down etc etc -
Back in the day we had no Ninja Run, GVE Pack, or easily obtainable/purchasable flying/jump packs. Some of us also wanted to be able to stealth missions so Super Speed was often mandatory to meet that goal.
These days you can viably take no travel powers with the availability of alternatives now, and the Stealth IO assists in stealthing missions. So really, personal preference. Like you said, Team Teleport is awesome for a MM. Group Fly for bots, etc. Hover is nice combined with Teleport and you can "supervise" your minions from above. Whatever you like, go with it. -
Is Power Boost worth taking? IIRC The actual description of the power actually says only the first couple of attacks/powers will be boosted? Nice and all, but IMO unless that description is outdated/incorrect, Power Boost kinda weak when it comes to healing team members consistently.
So yeah, is Power Boost really worth taking on this build? -
MM can send in a sacrificial T1 pet. The pet gets shredded, and I understand all the mobs will now target the MM who is either in BG mode, out of LOS, or both
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Quote:However you might lose out on a lot of your Set Bonuses if you slotted level 50 IOs.
That's really gotta go. Why won't they simply make the IOs and their bonuses scale down x% to match the current level of content?
If this is already slated to happen in GR or otherwise, my apologies and I am glad they are finally doing it -
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Thanks for the replies and builds. Think I have at least a good idea of how to start slotting
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Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch- (A) Accuracy IO
- (A) Impervium Armor - Resistance/Endurance
- (11) Impervium Armor - Resistance/Recharge
- (13) Impervium Armor - Endurance/Recharge
- (13) Impervium Armor - Resistance/Endurance/Recharge
- (23) Impervium Armor - Resistance
- (36) Impervium Armor - Psionic Resistance
- (A) Mako's Bite - Accuracy/Damage
- (3) Mako's Bite - Damage/Endurance
- (3) Mako's Bite - Damage/Recharge
- (5) Mako's Bite - Accuracy/Endurance/Recharge
- (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (7) Mako's Bite - Chance of Damage(Lethal)
- (A) Miracle - Heal/Endurance
- (15) Miracle - Heal/Endurance/Recharge
- (15) Miracle - Heal/Recharge
- (17) Harmonized Healing - Heal/Recharge
- (17) Harmonized Healing - Heal/Endurance/Recharge
- (36) Steadfast Protection - Resistance/+Def 3%
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Crushing Impact - Accuracy/Damage
- (9) Crushing Impact - Damage/Endurance
- (9) Crushing Impact - Damage/Recharge
- (11) Crushing Impact - Accuracy/Damage/Recharge
- (29) Crushing Impact - Accuracy/Damage/Endurance
- (29) Crushing Impact - Damage/Endurance/Recharge
- (A) Run Speed IO
- (A) Scirocco's Dervish - Damage/Endurance
- (31) Scirocco's Dervish - Accuracy/Damage/Endurance
- (40) Multi Strike - Damage/Endurance
- (43) Multi Strike - Accuracy/Damage/Endurance
- (A) Winter's Gift - Slow Resistance (20%)
- (45) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Impervium Armor - Resistance/Endurance
- (37) Impervium Armor - Resistance/Recharge
- (37) Impervium Armor - Endurance/Recharge
- (40) Impervium Armor - Resistance/Endurance/Recharge
- (43) Impervium Armor - Resistance
- (43) Impervium Armor - Psionic Resistance
- (A) Miracle - +Recovery
- (19) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (23) Performance Shifter - EndMod/Accuracy
- (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Performance Shifter - EndMod/Recharge
- (25) Performance Shifter - EndMod/Accuracy/Recharge
- (27) Performance Shifter - Accuracy/Recharge
- (40) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (27) Karma - Knockback Protection
- (A) Accuracy IO
- (A) Titanium Coating - Resistance/Endurance
- (31) Titanium Coating - Resistance
- (31) Titanium Coating - Endurance
- (34) Titanium Coating - Resistance/Recharge
- (50) Titanium Coating - Endurance/Recharge
- (50) Titanium Coating - Resistance/Endurance/Recharge
- (A) Obliteration - Damage
- (33) Obliteration - Chance for Smashing Damage
- (33) Obliteration - Accuracy/Damage/Endurance/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (A) Mocking Beratement - Taunt/Recharge
- (37) Mocking Beratement - Taunt/Recharge/Range
- (A) Red Fortune - Defense/Endurance
- (39) Red Fortune - Defense
- (39) Red Fortune - Defense/Recharge
- (39) Red Fortune - Endurance/Recharge
- (48) Red Fortune - Defense/Endurance/Recharge
- (48) Red Fortune - Endurance
- (A) Enfeebled Operation - Accuracy/Recharge
- (42) Enfeebled Operation - Immobilize/Range
- (42) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (42) Enfeebled Operation - Accuracy/Immobilize
- (A) Dark Watcher's Despair - To Hit Debuff
- (45) Dark Watcher's Despair - To Hit Debuff/Endurance
- (45) Endurance Reduction IO
- (A) Devastation - Accuracy/Damage/Endurance/Recharge
- (48) Devastation - Accuracy/Damage/Recharge
- (50) Devastation - Damage/Recharge
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Accuracy IO
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
Level 6: Ninja Run
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Set Bonus Totals:- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 7.38% Defense(Energy)
- 7.38% Defense(Negative)
- 6.75% Defense(Psionic)
- 13% Defense(Melee)
- 11.8% Defense(Ranged)
- 5.5% Defense(AoE)
- 6.3% Max End
- 22.5% Enhancement(RechargeTime)
- 16% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 15% FlySpeed
- 230.5 HP (15.4%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 11.6%
- MezResist(Immobilize) 7.7%
- MezResist(Sleep) 3.85%
- MezResist(Stun) 4.4%
- 14% (0.23 End/sec) Recovery
- 22% (1.38 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.88% Resistance(Negative)
- 14.8% Resistance(Psionic)
- 15% RunSpeed
Set Bonuses:
Impervium Armor
(Fire Shield)- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
- MezResist(Held) 2.75%
- 3.13% Resistance(Psionic)
- 3% Resistance(Psionic)
(Haymaker)- MezResist(Immobilize) 3.3%
- 22.5 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Healing Flames)- 2.5% (0.04 End/sec) Recovery
- 28.1 HP (1.88%) HitPoints
(Healing Flames)- 1.5% (0.03 End/sec) Recovery
(Healing Flames)- 3% Defense(All)
(Knockout Blow)- MezResist(Immobilize) 2.2%
- 16.9 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Blazing Aura)- 10% (0.63 HP/sec) Regeneration
(Blazing Aura)- MezResist(Sleep) 1.65%
(Super Speed)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Super Speed)- Knockback Protection (Mag -4)
(Plasma Shield)- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
- MezResist(Held) 2.75%
- 3.13% Resistance(Psionic)
- 3% Resistance(Psionic)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Rage)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 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)
(Consume)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- Knockback Protection (Mag -4)
(Tough)- MezResist(Sleep) 2.2%
- 22.5 HP (1.5%) HitPoints
- MezResist(Stun) 2.2%
- MezResist(Held) 2.75%
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Foot Stomp)- 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)
(Taunt)- 1.8% Max End
(Weave)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Soul Tentacles)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
(Darkest Night)- 22.5 HP (1.5%) HitPoints
(Gloom)- 12% (0.75 HP/sec) Regeneration
- 33.7 HP (2.25%) HitPoints
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That is indeed the dilemma....
Playing in mid's I am just not seeing how it is feasible to do this without losing massive amounts of other bonuses, namely: recharge.
Is there a solid fire tank build out there I could use for reference? Thanks -
To make it more complicated, standalone global IO bonuses are seperate. IE: You can have 5x Luck of the Gambler +7.5 global recharges slotted, yet also still gain benefit from a set bonus elsewhere that grants 7.5% bonus
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Avoiding purple sets, which don't give defense anyway, in mid's all I am able to seem to attain is about 21% s/l defense and a sad 48% recharge
If I take and properly slot Weave and Darkest Night, what would be the s/l defense % I should aim for? Should I be too concerned about ranged defense as well? If you couldn't tell, I really am not experienced with slotting a tank.
Thanks -
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I realize fire is probably one of the less good "tanking" specs for a brute. That being said, I would like to at least give my ss/fire a viable 2nd spec to tank with for non-extreme encounters. My primary build is purple'd out with 0 emphasis on defense, and 0 resistance to certain things like psi, hence the desire to have something that is good at more than a Nemesis TV farm.
I assume Soul Mastery-->Darkest Night is a given, or is it?
Is Taunt a good power to take?
Am I looking at slotting lots of Kinetic Combat sets into my attacks?
Any unique IO's I should be sure to include in the build?
Any other pointers? If someone happens to have a decent ss/fire defensive/tanking build to post that'd be awesome too. Thanks in advance. -
TL;DR: You are a poopy person to kick a kin for not wanting to be a buff-bot, on normal easy content.
Speed Boost alone doesn't "define" a kin. They still most likely have and use:
Transfusion
Transference
Fulcrum Shift
Last time I checked those are all excellent items to bring to a team. Mind you, I speak only of normal/generic content where SB is just a bonus, and not a make/break situation. Naturally if you are doing a difficult TF or encounter, it's reasonable to expect every AT to use all of their abilties to their max potential to ensure success, kins being no exception. This is where it is very handy we now have dual builds. My kin farmer for instance, doesn't have SB on the farm build, but does on the other build.