Tatara

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  1. I think DM has enough AoE for /stone to survive and pound out tough minions. Given it gives everything what others say is needed in terms of survival. Heal, check. Strong resist/def to all damage types and positional, check. AoE, between Soul Drain, Dark Consumption, Mud Pots, I would assume things die but not as fast as everyone is used to. Maybe if you're not satisfied with it squeeze in an epic pool AoE in there. But in terms of fighting off tough mobs, I think it has the potential to be a great Power set choice.
  2. Quote:
    Originally Posted by devil dingo View Post
    Here is the build i am currently running. It is pretty expensive but it preforms very well. All 3 defenses are soft capped and 50% hp bonus and 60% recharge.
    I don't see it being too expensive compared to the original build due to the Glad Armor proc. Besides that, this build in terms has more recharge, more acc, more dmg+%, more HP, I'd have to say its pretty solid. The OP in his build had Chain Induction instead of Jacobs Ladder. I also prefer Chain Induction as a personal preference because it hits more mobs on average unless your very skilled with the point blank cone attack radius.
  3. Having only 2 attacks till level 32 is going to be somewhat painful if you plan on doing lower level TFs/SFs and what not. In terms of defensive softcaps this will work. But this build seems sluggish for including a Glad Armor proc. By adding that proc you should have been able to squeeze more recharge in somewhere. Dunno why you put an end redux in active defense. Its a click mez prot not a toggle. Perosnally I would switch all the GoA to LoTG and add procs to up the recharge and can get + acc too from the 4 slot bonus. Also I would try to add an extra recharge redux into Hasten if slots permits.
  4. One thing I can say of Comparison in Elec/Shield Scrapper to Brute is that the Scrapper counter part after i18 feels like it does more damage than the brute counter part. Up until i18, I had always felt the other way around. Especially when the fight drags on, I would have voted Brute does more damage, but not anymore. Also noticeably, as a brute in groups people don't let you wait that long for your Fury to build to bomb with LR and SC. It's much easier as a Scrapper to jump in, Build Up, then commence bombs to kill.

    My recommendation is Elec/ for AoE, Fire/ for both ST and AoE, Kin/ for ST. Dark/ if you have money to blow.
  5. Nice. Your build has more Max Hp and a bit easier on the end usage. I think this build works more efficiently then the one I posted.

    There is one thing however, and it's the lack of travel power. The SS that was in the original build pared with the sprint IO was utility invis for TF/SFs.

    Well come to think about it, when you shift through to a degree in build making to meet a certain goal at the cost of a lot of things, one always has to give up the other aspects.

    The biggest question at this point is attack chain. Will QS elevate the PS damage outburst more if included into the chain at max level?

    Either way the fine tune on the build is much appreciated. I would have never thought of using Soul Tentacles as a mule on my own.
  6. With Invul, it will be unlikely to cap positional (melee,ranged,AoE) defense. The set just wasn't built for that. But you can softcap s/l with much more ease. Also from what I see, tank epics doesn't add onto raw def or resist. Just more mez and attacks and debuffs. So I stuck with Vil epics on mine. Here's a build I'm using right now for my SS/Invul.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    ssinvul: Level 50 Natural Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(27), C'ngImp-Acc/Dmg/Rchg:50(36)
    Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam:40(40), RctvArm-ResDam/EndRdx/Rchg:40(40)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(27), C'ngImp-Acc/Dmg/Rchg:50(31)
    Level 4: Dull Pain -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(5), Numna-Heal/EndRdx:50(5), Numna-EndRdx/Rchg:50(11), Numna-Heal/Rchg:50(31), Numna-Heal/EndRdx/Rchg:50(34)
    Level 6: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam:40(7), RctvArm-EndRdx:40(34), S'fstPrt-ResDam/Def+:30(48)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11), C'ngImp-Acc/Dmg/Rchg:50(39)
    Level 10: Hurdle -- Jump-I:50(A)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
    Level 14: Super Speed -- Run-I:50(A)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(17), RctvArm-EndRdx:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37)
    Level 18: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(19), RgnTis-Regen+:30(19)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(39)
    Level 22: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(23), GSFC-ToHit/Rchg/EndRdx:50(23), GSFC-Rchg/EndRdx:50(43), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(46)
    Level 24: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam:40(25), RctvArm-ResDam/EndRdx/Rchg:40(39)
    Level 26: Boxing -- Acc-I:50(A)
    Level 28: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(29), Rec'dRet-ToHit:20(29), Rec'dRet-Pcptn:20(31)
    Level 30: Taunt -- Mocking-Acc/Rchg:50(A), Mocking-Taunt/Rchg:50(36), Mocking-Taunt/Rchg/Rng:50(37), Mocking-Rchg:50(50)
    Level 32: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(48)
    Level 35: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/Rchg:50(40), LkGmblr-Def/EndRdx:50(46)
    Level 38: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(48), RctvArm-EndRdx:40(50), RctvArm-ResDam/EndRdx/Rchg:40(50)
    Level 41: Gloom -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(42), Apoc-Acc/Dmg/Rchg:50(42), Apoc-Acc/Rchg:50(42), Apoc-Dam%:50(43)
    Level 44: Dark Obliteration -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/EndRdx:50(45), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(46)
    Level 47: Weave -- LkGmblr-Rchg+:50(A)
    Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run

    By the way this builds focus wasn't pure survivability. It was to be a balanced build.
  7. If you work on Hero Tips diligently, your bound to achieve getting the Glad Armor proc in a few weeks. I normally never constructed builds with that proc because pre Issue 18 it wasn't realistic for me to be able to purchase it without making some heavy sacrifices.

    The build I posted focuses just on S/L softcap. I figured an attack chain would be my biggest issue, and I will try rebuilding with your suggested chain to see if the dps improves.

    At this point, the build is very experimental so I will implement more changes as I keep leveling it.

    Thanks for the feedback. Much appreciated.
  8. Same here. Can't get back in to finish the TF I was on :/
    Wait a min, now it's giving me character selecting screen o guess its coming back up.
  9. One shameless bump in hopes to hear something.
    *Crosses fingers*
    Anything will be appreciated.
  10. Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kmwp sl: Level 50 Natural Brute
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Body Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(31), C'ngImp-Acc/Dmg/Rchg:35(36)
    Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(15), Numna-Heal/EndRdx:50(19), Numna-Heal:50(34)
    Level 2: Mind Over Body -- GA-3defTpProc:50(A), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam:40(15), RctvArm-EndRdx:40(37)
    Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(19), C'ngImp-Acc/Dmg/Rchg:50(31)
    Level 6: Fast Healing -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(7), RgnTis-Regen+:30(7)
    Level 8: Hurdle -- Jump-I:50(A)
    Level 10: Indomitable Will -- LkGmblr-Rchg+:50(A)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
    Level 14: Super Speed -- Run-I:50(A)
    Level 16: Rise to the Challenge -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(17), DarkWD-ToHitDeb:50(17), Numna-Heal/EndRdx:50(37), Numna-Heal/EndRdx/Rchg:50(37)
    Level 18: Health -- Mrcl-Rcvry+:40(A)
    Level 20: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(21), EndMod-I:50(21)
    Level 22: Burst -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(23), Oblit-Dmg/Rchg:50(23), Oblit-Acc/Dmg/Rchg:50(27), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(46)
    Level 24: Power Siphon -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(25), Rec'dRet-Pcptn:20(25), AdjTgt-Rchg:50(40), AdjTgt-ToHit/Rchg:50(40)
    Level 26: Stamina -- P'Shift-End%:50(A)
    Level 28: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(29), LkGmblr-Def/EndRdx/Rchg:50(29), LkGmblr-EndRdx/Rchg:50(36)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
    Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), C'ngImp-Acc/Dmg/Rchg:50(34)
    Level 35: Tough -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam:40(36), RctvArm-EndRdx:40(40), RctvArm-ResDam/EndRdx:40(46), RctvArm-ResDam/EndRdx/Rchg:40(50)
    Level 38: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(39)
    Level 41: Gloom -- Dev'n-Acc/Dmg:50(A), Dev'n-Acc/Dmg/Rchg:50(42), Dev'n-Dmg/Rchg:50(42), Dev'n-Acc/Dmg/EndRdx/Rchg:50(42)
    Level 44: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx:50(45), LkGmblr-Def/EndRdx/Rchg:50(45)
    Level 47: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(48), GSFC-ToHit/Rchg/EndRdx:50(48), GSFC-Rchg/EndRdx:50(48), GSFC-ToHit/EndRdx:50(50), GSFC-Build%:50(50)
    Level 49: Strength of Will -- Aegis-Psi/Status:50(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(46)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Fury
    Level 2: Ninja Run






    Main focus of the build is S/L softcap.
    Tried squeezing in other things but if there are ways I'm not seeing to maximize on some of the numbers without losing the softcap, I would very much appreciate the suggestions.
    Thanks in advance.
  11. Quote:
    Originally Posted by Candlestick View Post
    I would disagree with /Stone. It is complete overkill. /Stone is good if you plan on being a tank for 8 man teams fighting +4's or something. Not for a duo. Duo, I would go with something that is moderately tough, and has good damage output.
    Probably overkill. But like you said, /stone covers mostly everything defensive wise. As far as good damage output from a defensive set, I don't find any secondaries to be overwhelming in that department besides shields with Shield Charge. Secondaries in my opinion are all personal preference. Shifts towards what sort of utility you prefer over others and if you prefer defense to resist or a medium balance between the 2. Good synergy between a cor and a brute isn't hard to find, since one buff/heals and other can hold mob agro and dps. I find /stone and a kin to be one of the best combos out there due to them being top notch in defense and buffs.
  12. Both kin and rad cor can do very well in means of buff/debuff and synergy with a brute.
    I would recommend /stone if your friend is willing to roll a kin with SB.
  13. This thread made me want to come up with a dm/invul build that can softcap without having to slot in the glad proc, and still carry a descent attack chain. Here's what I came out with.

    Code:
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  14. The mods I've done.
    1. All 3 Positional def above 45%.
    2.Moved Hasten and Fitness pool things earlier to achieve them timely when Maled down.
    3.Switched JL to CI. CI has faster animation trigger and can hit more mobs efficiently.
    4.You only have Mu lightning now. Put in GC for LoTG proc mule + def debuff resist.
    (Can sub Mu Lighting for Gloom.)
    5.Put a stealth proc in sprint. Now with SS your invis unless facing up against Rikti drones.


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  15. Not sure why you skipped Build Up. That skill alone boosts damage done by LR and SC pretty good. Also noticed you have an over the rule of 5 Regen bonus. You can probably reslot that to something else seeing its in Veng. I can see why your having recharge issues. You only get the 47% or so from IO bonuses and you don't have Hasten. If you have taken Hasten, it alone with 1 recharge redux can have your Active Defense running without downtime.
  16. Tis a bit much. I also agree they should tone it down a bit.
  17. Softcapping def is a great goal, but requires too much sacrifice for this particular Elec/SD brute build in my opinion. Even if you did hit the all 3 types of def softcap, I suspect you had to have made compromises in everything else. My recommendation is built to balance to a degree. If your ok with your 3 def to be just 40%+, you can attain more wiggle space for improvements. Not to mention you'd probably save a lot of inf. Speaking by personal experience, it's not so bad to eat a small purp candy before every mob since you can decimate +2/x8 probably the fastest solo. Just my 2 cents.
  18. Used to be able to read what the npc's were saying during the cut scenes.
    I'm not sure wither I tinkered something accidentally on the options or if a patch effected it.
    Wondering if anyone else has been having the same issue?
    The player made binds during cut scenes seems to be working fine tho.
  19. Once upon a time, I had one of my 1st toons burn through all possible respecs then had to wait on an issued respec a long while back. Don't even remember if I had the option to buy a respec recipe then. That taught me not to deplete these things the harsh way.

    Don't take this post as a bashing on playing by ear. It was fun while playing the toon to figure out things for ones self. Just keep a thought somewhere in the back of your head, there is a possibility one can get stuck with a frustrating build if not established well. Hence mids turn out to be a lifesaver.
  20. Thanks a bunch for the input you all. I was not aware of the nerf in i17. Based on the information given, I suppose I can still try and use 4 slots for it with 3 damage procs. Don't think it will be efficient as the 6 slotted it once was but still might count towards being a worthy asset. Last slot will probably be recharge.
  21. I was wondering if slotting accuracy matters in this power. I just made a new traps and I have not yet once seen it miss. Also was wondering how much minimum damage enhancement % it needs to make an improvement on the dealt numbers. Any other mechanics about Caltrops that anyone has insight to would be greatly appreciated if mentioned. Thanks for your time.