Syntax42

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  1. I recently made a SS/Fire Brute and I'm loving it much more than my previous characters. I enjoyed my DM/SD Scrapper, but wasn't happy with the lack of AoE damage. My Spines/Fire Scrapper had great AoE damage, but only if I got buffed by Fulcrum Shift. Single-target damage was horrible and good kinetics players are rare to find on my server.

    Now, I'm running the Gloom -> Haymaker -> KO Blow -> Gloom -> Haymaker -> Burn attack chain for nearly the same single-target DPS as my DM/SD Scrapper was doing. When I get tier 4 Incarnate powers, I should be able to blow my DM/SD's DPS out of the water due to the way Burn works with Interface. AoE damage is also great when I can press Burn, Foot Stomp, and Dark Obliteration to kill almost everything lower than a boss. My Spines/Fire couldn't kill that much stuff in one AoE burst, and I had to alternate between positioning for AoE attacks and cone attacks.

    SS/Fire is quite a satisfying character when built for DPS. Even the previous top contender combinations for single-target and AoE DPS get to stare in amazement at my killing speed. I will share the build I'm using, which spares no expense to achieve high killing potential. It features about 20% positional defense, which isn't much but works for me when I use inspirations for the tougher fights.

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  2. I don't have a single tier 4 Incarnate power on my main and I'm already sick of the trials. Task Forces were great because you could do so many different ones without exemplaring. Now, it is hard to find a team for a TF because everyone is grinding away at the trials like they have to get their Incarnate powers now.

    I'm definitely frustrated when a league spends 15 minutes to fill the last 2-3 spots. It may take 5 minutes to get the majority of the players needed for the trial, but some leaders think they HAVE to be completely full before starting. The trials only take 20-30 minutes to run, but spending just as much time forming a league is dumb.
  3. The soft-cap for non-Incarnate content is 45% defense. Going past 45% defense does nothing in most situations. It does help to have a slight buffer to absorb defense debuffs, but you have 95% defense debuff resistance. A typical debuff is around 7.5% which gets reduced to 0.375% after DDR. The other time it helps to go past 45% defense is when you are facing to-hit buffed enemies, like Devouring Earth and Praetorian Resistance. However, their to-hit is around 100%-150%, so the defense obtainable from sets barely puts a dent in their chance to hit you when you go past 45% defense. For normal content, stick with 45% defense as your goal. Use your set bonuses on recharge so you can run the top DPS attack chain instead of gaining a worthless amount of extra defense. Any other set bonuses can go towards HP or regen after that.

    For Incarnate trials and the Battle Maiden encounter, the mobs have 64% base to-hit, so you need 59% defense to give them the lowest chance to hit you. I'm not going to say it is completely wrong to aim for that goal, but Incarnate trials are only a small portion of the game's content so far. You can reach 59% defense if you start at 46.5% defense and use a small purple inspiration. There are a lot of team buffs on the trials too, so it is very likely that you would not need inspirations to reach the Incarnate trial soft cap.



    To help you level, use inspirations. Stock up on them at the hospital vendors. If you are around 32.5% defense, one inspiration can put you at the soft cap and you will notice a major difference in your ability to survive.

    I posted in a couple SR threads recently on the Brute forums. Consider looking at those builds if you need examples of how to reach the soft cap on SR efficiently.
  4. 1. Set your base to-hit to 39% in Mids' to see your chance to hit +4's. I think it is in the Effects & Maths tab in the options. Since you will be using Soul Drain, turn it on with one target in range to see your chance to hit in a +4 AV scenario. It isn't hard to reach 95% chance to hit with a permanent or near-permanent to-hit buff.

    2. Incarnate content is very heavy on pure energy damage. Praetorian Clockwork are the primary source of it. Aim for 32.5% S/L and E/N defenses and you should be fine with inspirations or team buffs.

    3. You can calculate the endurance cost of your attack chain. Add up the total endurance cost of your attacks and divide by the total Arcanatimes to get end/s. Add that to your expenditure in Mids'. If you go over your recovery by 3 end/s you are going to run out of end in 30 seconds of fighting. If you go over by 1.5 end/s you will need to use your endurance drains every 60 seconds or so. Using the endurance drains cuts into your DPS. Also, consider that the Ageless Destiny buff can provide you with a permanent source of nearly-unlimited endurance when you get it to tier 4.
  5. Quote:
    Originally Posted by Pinny View Post
    Yet then again, I don't really care about DPS, since nothing in this game requires a certain amount of DPS.
    That is partly true, moreso before Issue 20.

    Before I20, you had to do a certain amount of DPS to overcome a mob's regeneration. AV's and Giant Monsters are the best examples here. It usually wasn't a problem for teams. Even if you didn't have the DPS to beat their regeneration, debuffing regeneration could make the difference on a low-DPS team.

    Issue 20 added incarnate trials with time limits. Before many people had their +3 level shifts, teams would fail quite often due to time-related issues. Master's of Lambda requires as much DPS and debuffs as you can bring if you want to kill Marauder in the 20-minute time limit. My team just barely made it with less than 30 seconds left on the clock. The prisoner escape phase of BAF also requires as much DPS as you can manage. You have a limited time to kill each prisoner before they reach their escape points.

    I'm not saying everyone needs to do 300 DPS. The game is supposed to be balanced around pure SO builds. It just helps the team a lot if people take the time to invest in their characters and do their primary role as well as they can.
  6. Please use short forum export with the data chunk in the future. Long forum export just takes up a lot of unnecessary space on the page and is annoying to scroll past.


    You probably have a lot more attacks than you need. I would skip Body Blow because it is low DPS. Repulsing Torrent is an AoE knockback and that is very bad when you need critters to stay in range of Rise to the Challenge. If you want a cone or AoE attack, look to the Epic pools.

    Consider taking an Epic or Ancillary pool. Soul Mastery has Gloom, which is one of the best DPS attacks available to Tankers. Other Epic pools have useful powers too. It is really up to you.

    Rise to the Challenge was taken way too late in your build. It is your bread and butter and should be taken at level 8. It gives a very large amount of regeneration when you have more critters in range of it. RTTC should probably not be slotted with a full Numina's set. Sets that add more positional defense than typed are not efficient to use when you are trying to raise typed defense.

    High Pain Tolerance needs health enhancements. The more health you have from HPT and set bonuses, the more HPs you will regenerate.

    Quick Recovery should be slotted better than Stamina if you have a choice. Quick Recovery has a higher base value than Stamina. You underslotted QR, Stamina, Health, and Fast Healing.

    Touch of Death is a bad set to use. Smashing Haymaker adds the same amount of S/L defense for 2 slots less.

    I would use just recharge in Power Siphon. Rectified Reticle does have a nice 2-slot bonus, but you left Power Siphon without decent recharge bonus.



    Take a look at other Willpower builds. They don't have to be KM too. I would also suggest aiming for 32.5% defense instead of 45%. That puts you one small inspiration away from soft-capping, but you won't need it in most situations. If you happen to be in a trial without buffs, you would be two small inspirations away from the 59% soft-cap. Aiming for 32.5% defense would allow you to slot more recharge and HP bonuses in your build.


    Here is an inexpensive build (except for the 3 Kinetic Combat sets) I made for a friend which focuses on HP bonuses and decent recharge without Hasten.
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  7. I doubt they will make any changes to fire farming because it is not based on an exploit. Other armor sets can be durable in farms involving other damage types. Electric, Dark, and Invulnerability can be highly resistant to their respective damage specialties. Fire Armor is popular because Fiery Embrace and Burn add a lot of damage a character at the expense of survivability in other content. If they change anything, it might be how Reactive Interface functions with Burn.
  8. It would be best to look at several builds to see what powers people take. Do a forum search for other Shield Defense builds. Don't worry about Electric Melee being in the build because melee sets are not very different from each other, when it comes to slotting. Be sure to read the threads to see if a person's build did or did not include something they should have.

    If you will only be farming and never teaming or doing task forces, you can skip Grant Cover. Otherwise, take it for the defense debuff resistance.
  9. A Scrapper does more damage but requires a bit more investment to reach soft-capped defenses. The main difference between a Scrappper with the same power sets and a Tanker will be Gauntlet. The taunt aura will work just as well on the Scrapper.

    If you are set on Tanker, it is fairly easy to hit the soft-cap. Slot your toggles, add Combat Jumping and Weave, slot a Gaussian's full set and add the Steadfast 3% defense IO. If that doesn't get you to 45% defense on all positions, you didn't slot your toggles or Weave right. After that, the rest of your slots and build can go towards whatever bonuses you like. Recharge is usually best for farming.
  10. That build still has Stamina as a pool power, so yes it needs to be updated.

    For farming, it won't matter what you add. There isn't anything you could put in the power slots that wouldn't require more enhancement slots and still benefit a farming character. Even Grant Cover would be of limited use due to debuffs being controllable in a farming environment.

    Edit: On second thought, adding One With The Shield would give you a mule slot to move the Steadfast 3% to, saving yourself a slot for a different power.
  11. If you just want to look at a different build, I'll post the one I was using until I rolled a SS/Fire Brute instead. I'm much happier with the bigger numbers on AoE attacks and significantly higher single-target DPS. Someone posted something like 450 DPS for SS/Fire on a pylon with no pets. I'm not quite there, but I don't have tier 4 Incarnate abilities yet. If Spines/Fire is your thing, don't switch on one person's comparison. Here's my build:

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  12. Don't let INF be an obstacle that prevents you from making a more effective build. Defense really is multitudes better than just HP and regen bonuses. Here is my mini-guide to making enough INF to get anything you need out of the market, without dealing with the high risk and high initial investment of "playing" the market:
    Quote:
    No build is out of your reach, unless you just don't put forth the effort. Yes, purple sets are extremely expensive. However, there are equivalent non-purple sets that offer a lesser recharge bonus, and using those won't break the build.

    You can gather INF in short periods of play time. You don't even need a "farming" character to get started. Some people don't like playing the market because it is risky and it takes a decent amount of INF to get started. I suggest doing tip missions and collecting Hero or Villain merits.

    You can easily gather tips in Terra Volta by killing grey-con bosses. The trip there is fast if your SG base has the teleporter for it. That should take less than 5 minutes. On villain side, the island in the South-East part of Sharkhead has a good amount of level 20 bosses on it. Next, stealthing or running to the objectives for each mission should take less than 5 minutes per mission. Once you learn which tip missions are annoying or hard for you to do quickly, you can dismiss them while in Terra Volta so you only get the tips you want to do. Overall, it should take you about 30 minutes per day to do tip missions as long as you're not using Fly as a travel power. It may take you longer at first, but the speed will come as you learn the mission layouts and learn which ones to skip. Do the morality mission when your alignment is full. If you're on Hero side, the alignment mission that has you fight your mysterious double is significantly easier and faster than the one requiring you to rescue a bane spider.

    After four days, you should have two Hero or Villain Merits. Turn those into a Luck of the Gambler: Global Recharge IO and craft it and sell it on the market. That should get you about 150 million INF. Do that three to five times and you will have more than enough INF to get your character into almost any IO set build as long as it doesn't have purples or PvP IOs. There are other IOs worth buying but the market changes all the time and I don't have time to look up what is the most valuable. The point is that almost any character is capable of earning enough INF in a short amount of time per day. You don't have to already have a "farming" character to make enough INF to get into the IO market.
  13. Quote:
    Originally Posted by Phoebe_Ponderas View Post
    For the most part I'm not so sure if I'm going to be aiming for a recharge build, I may go for more health/regen instead. In the long run I have no idea on that front, I don't normally worry about serious IO gathering until 50 (other than basic IOs which I start using instead of SOs). I may end up somewhat recharge focused, I may not, I'm not sure yet.
    Go for defense instead. If you can get 32.5% defense to all, that puts you a small inspiration from the soft cap. In almost all situations, you will have better survivability by doing that than by focusing on HP or regen bonuses. Besides, your powerset has a good chunk of regen and HP bonus.

    Quote:
    I am a bit worried about taking Soul Mastery instead of Energy Mastery though, I tend to like the extra endurance and recovery buffer. Granted Focused Accuracy isn't needed for the most part in a SS build (and tends to eat about 80% after slotting of the buffer when it's on)
    You have Quick Recovery AND Stamina. Many builds get by with just Stamina, and no Physical Perfection. Trust me, you won't need Physical Perfection for the endurance. Rage has plenty of to-hit and you will be at 95% chance to hit everything without Focused Accuracy.

    Gloom is almost as good as KO Blow for DPS. Take it!
  14. Quote:
    Originally Posted by Blue_Centurion View Post
    Keep SoW, crashless 2 min buff.
    It still has a crash, but 50% endurance is much easier to deal with than losing 90% of your health and endurance.

    Quote:
    No Taunt? I used to never take taunt on my Brutes for years.
    A playstyle choice. I suggest taking it so you can hover-tank Lord Recluse on STF. Even if you never use it elsewhere, Taunt can take nice sets for bonuses.

    Quote:
    Without a high Rage Bar you are a fragile Tank.
    I have to disagree with that. Rage has nothing to do with mitigation. It ensures enemies die faster, but if you're constantly pulling and never resting, it doesn't matter how fast or slow enemies die because you always need to mitigate more damage than they deal.

    Quote:
    Hasten? I wouldnt take it on this build. Then again, when I ran my SS/Will I had 5 purp sets and LOTGs falling off him like jewels. The main reason for rech IMO on this build is Footstomp, of course. You have so danged many redundant melee attacks there is no reason to RECH the build, and your secondary is either passives or toggles. But that FS needs to be up as often as possible, so know that as your building for RECH that its all about that one power and think how deep you need to dig that hole before you start.
    High recharge is not solely for using Foot Stomp. Perma-Hasten builds are the only ones that can run the top-DPS attack chains. AoE damage is great for killing minions and LTs, and decent for killing bosses, but you need single-target DPS for AV fights. Without perma-Hasten, single-target DPS is significantly lower.
  15. Stone Armor is the best at surviving almost anything, but pays for that with damage and recharge penalties in Granite Armor. No amount of set bonuses will make it possible to do great damage. That is why I think most are satisfied with just a bit of global recharge, or enough to get Earth's Embrace close to permanent.

    I went for more mitigation instead of recharge. The Cardiac Alpha makes it fairly easy to hit 90% resistance on all but psionic. I have other characters I can play if I want to do damage. My Stone Armor tank is for tanking.
  16. I suggest taking Super Speed for the stealth bonus. Hasten is a must-have for most builds, anyways. With a stealth IO in Sprint, you can be effectively invisible to all critters that don't have perception buffs while running Super Speed and Sprint. For vertical travel, Raptor Packs are available at vendors for 10,000 INF.
  17. Quote:
    Originally Posted by Granite Agent View Post
    The issue is that I still get hit even with veng up -- also the rage crash seems to wipe out veng, or do something weird to it. Rage crash seems to apply the def debuff now, I thought it didn't do that if you stacked it?
    I was worried about this, so I tested it myself. I left Rage double-stacked and did not get the defense penalty. I also re-applied Rage during the crash and the defense penalty went away. I was watching my combat attributes to confirm this.

    Are you sure you're double-stacking Rage? Could the hits be coming from streak-breaker? Everything has a minimum of 5% chance to hit and streak-breaker ensures they will hit 5% of the time if they miss too often.

    Quote:
    Anyway, with eating reds, I run between 400-600% dmg (with fury). But it seems to take a long time to kill things with all the rezzing and the bosses. What am I missing?
    Your build looks fine. Try to make an attack chain so you use the best AoE attacks as often as possible. Don't forget to use Fiery Embrace often.
  18. Quote:
    Originally Posted by Lobster View Post
    I wonder what is driving you guys' numbers up so high?
    The primary reason Reactive procs are contributing so much damage is that their powers do very little damage, but tick several times per second. Each tick may only do 1 damage by itself, but the reactive proc adds 10 more damage 75% of the time. In addition, going from tier 2 for a 25% chance to tier 3 for a 75% chance of fire damage makes a HUGE difference.

    Your Scrapper probably doesn't have any "rain" powers that tick several times per second. The numbers you described seem normal for a character that is using normal attacks which don't exploit the proc.
  19. Syntax42

    SS/SR help?

    Kinetic Combat is expensive and does not benefit positional defenses as much as typed defense builds. It is not worth the INF or the slots. Use Touch of Death if you need Melee defense in a single-target melee attack. You're over the soft cap without it, though.

    You took your status protection power (Practiced Brawler) way too late in the build if you intend to level with that build or exemplar down for TFs. It has knockback protection, so that also means you don't need the Steadfast Protection KB protection IO.

    You should not use 6 purple IOs from most sets. Drop the pure damage IO.

    Agile, Dodge, and Lucky give less than .5% defense for the third defense IO. Usually, you shouldn't need that.

    Gaussian's needs to be 6-slotted. It gives 2.5% to all positions at 6 slots. It is the most efficient defense per slot set after the two 3% defense IOs.

    You probably don't need the run speed IO in Quickness.

    You don't need the KB protection IO in Elude.

    Enhancing Tough's resistance would be beneficial.

    You probably don't need Jab for the top attack chain. It has the worst DPA of the attacks in Super Strength. Use Punch instead.

    Your endurance should be fine without Physical Perfection. Gloom is one of the highest DPA attacks you can take on a Brute, but it is your choice.

    Luck of the Gamblers should be easy to slot 5 of in Super Reflexes, but you only had two. These are expensive on the market, but only cost two Hero or Villain merits. Slotting Red Fortunes made it so you couldn't slot LOTG's and made it so you would go past the rule of 5's if you tried to get 5% recharge bonuses in single-target melee attacks.


    Here is how I would do it:
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    That build ended up with extra slots even after wasting a few on things I wouldn't normally do. Here's attempt number two, with the slots used for more recharge:
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
    That one needs a purple set instead of Crushing Impact.
  20. This might be better to post in the Technical Issues forum. The Player Help forum is mostly for general questions about the game, events, or game mechanics. You should also provide more details than that. Your ISP, a traceroute, and possibly CoH Helper information would help. If you don't know what those are, search for them on the internet or the forums.

    The login server could also be down and the issue could resolve itself. If you get the same error after waiting an hour, post again in the Technical Issues forum.
  21. Syntax42

    SS/SR help?

    Elude is almost useless. It isn't needed to cover debuffs. It isn't needed for Incarnate content. To-hit buffs are generally so large that Elude won't make a significant difference.

    Super Reflexes can get 95% defense debuff resistance just by slotting your powers. The average defense debuff is 7.5%, which gets reduced to 0.375% after DDR. Even if you get unlucky and get hit by 10 debuffs, you are still only down 3.75% defense. A small inspiration can cover that up if you feel the need to always be soft-capped.

    Incarnate content (I20 content and the Battle Maiden encounter) has 64% base to-hit instead of 50%. Elude is overkill for reaching the soft cap for that content. A small inspiration can get you from 46.5% to 59%, which is the new soft cap for that content.

    To-hit buffs on critters can be around 100% bonus to-hit, or more if you fight Nemesis often. Elude gives around 70% defense when enhanced. That means you would still be getting hit at least 35% of the time if you had 45% defense before Elude. Your team would also be taking a beating unless you use smarter tactics than just rushing in the fight.



    You shouldn't need to use Boxing or Brawl, even without high recharge. Punch's base recharge is 4 seconds. You can get that down under 1.7 seconds with a little global recharge and decent slotting. Once you have that, you can cycle Punch for every other attack. Your attack chain might look something like: KO Blow -> Punch -> Haymaker -> Punch -> Gloom -> Punch -> Haymaker -> Punch. Doing that would be much better DPS than using Boxing or Brawl in your attack chain. That attack chain should be possible with about 35%-40% global recharge, plus slotting your attacks to 90% or so recharge. You wouldn't even need Hasten running. If you don't want Gloom, you can use an Epic pool attack or Foot Stomp instead.
  22. It looks like the free respec was applied later than when I checked my characters. It might be related to the issues people were having with the Vanguard pack and anniversary badge not being granted, but I'm fine now.
  23. Please post data chunks. The link does not work for some people. Also post your goals for the character. It is hard to give you specific advice to help you achieve your goals without knowing them.

    Air Superiority is not a good attack. I'm not sure if you planned on using it in your attack chain. Hover can be used as a defensive toggle and it stacks with Combat Jumping. If you can tolerate using it in combat, Hover may help you reach your goals for defense.

    I suggest skipping the Flight pool completely. Jetpacks are easy to get and fly at capped speed, I think. The other travel powers are significantly faster than Fly. If you require Fly for your theme, you didn't say so.
  24. Syntax42

    SS/SR help?

    The above build is not recommended because it lacks endurance reduction in the toggles. That alone will hinder your damage output because you will have to either slot for recovery bonuses, or take an incarnate power that does not increase your damage or survivability potential.


    Quote:
    Originally Posted by BeornAgain View Post
    In a nutshell, how can one get to 45% ranged/melee/AoE on an SR build without using IO sets in attacks (since I'd kind of like to get as much recharge out of the build as I can for rage to stack as often as possible)?
    Attacks are not the only powers you can slot recharge bonuses in. They are convenient for doing so, but Luck of the Gambler: Global Recharges give the most recharge bonus per slot. The build above did not use them, and that means you have to make up 37.5% recharge bonus elsewhere.

    You also have to consider the rule of 5's. You can not benefit from more than five identical set bonuses in PvE. In addition to the rule of 5's, purple sets are unique and you can only slot one of each type.

    Taking several single-target attacks and slotting them with 5% recharge bonus from Crushing Impact is the least efficient way to gain recharge bonus. Targeted AoE attacks give 6.5% recharge bonus for 5 slots of Positron's Blast. Many of the sets that people rarely use are great for recharge bonus, too. Just look at the taunt sets and to-hit debuff sets.



    If you think you can turn the above build into something decent, go ahead and try. If it doesn't gimp any important powers or drain endurance excessively fast, I will post a complete build based on my template. Then, we can see which is better.