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Posts
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Joined
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Welcome back!
1. Domination is still built by attacking, that hasn't changed since you left. Perma-dom can be achieved when you have enough global recharge that the Domination button recharges before the Domination state crashes. Since the bar is still full, you can press the button again, get another bar of endurance, and continute Dominating; you don't crash.
If I remember correctly (and I might not, I don't have a Permadom of my own), 77% global recharge + Hasten will barely make the grade; lag or slows could easily thwart you. From other forumgoers, 80-90%+ global recharge + Hasten gives you more of a cushion to not have to hover over the Domination button to click it just in time.
2. Telekinesis isn't a make-it-or-break-it power. You'll be fine without it, but maybe use a 2nd or 3rd build to try it out and see what you think of it. At then at least you'll assuage your doubts.
3. Yes. Alpha slot you can only get at 50. And it is amazing.
4. Put the money in the mailbox next to Trader Joes by 4pm, or you will never learn the truth. -
I'm pretty sure SC and LR are virtually identical, except for dmg type.
SC actually does have 2 chances for damage, one in the big area, and an additional one in the area right around you.
And Elegost is right, primary/secondary means nothing when it comes to the performance of any power; the different AT modifiers are what determine that. As a result, Shield Charge is just as good as Lightning Rod for scrappers. -
Nihilii's post is spot on, except for his War Mace assessment. Though /Stone just has Tremor, Shield/ would fill the AoE gap with Shield Charge, and toss in an Epic AoE and you might be satisfied. A nice thing about pbaoe's like Tremor/Footstomp is that you don't need a target to activate them, unlike cones.
/Mace has awesome consistant AoE, however, and at the level of recharge you are likely to build a Shield/ toon for, you will probably be able to chain Crowd Control/Shatter/Whirling Axe all day, and due to AAO's crazy good taunt, whatever's still alive after Shield Charge will stick to you like glue.
I have a SS/wp brute and WM/wp brute, both at 50, and for me Crowd Control is just as satisfying as Foot Stomp.
I'd say make both Shield/mace and Shield/stone and go with what feels cooler to you. Beware the end costs of both. -
Quote:Or just save up your Alpha crafting materials in anticipation for the tier 4 Musculature. A significant portion of the higher-tiers ignore the ED cap, and so though you won't see much of a difference slotting the T1 or T2, you'll probably be happy in the end without a rebuild.Yeah I agree. I bought Muscular for my Fortunata 'cause she really only just needs more damage but I don't feel I am capitalizing all the +damage because all of my attacks are already so high. I feel I need to really re-build her to get the best out of muscular.
Perhaps use a T1 or T2 cardiac or spiritual in the meantime. -
Longbow -res grenades don't stack? That's not what I've seen in-game lately, they stack just fine. Am I missing something?
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traps was crazy lethal with the Poison Trap proc effect. In and of itself, it's not a farm set, but paired with Fire Blast on a high end build, I bet it could farm satisfactorily.
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Quote:I think Jade meant a -damage aura; Ice armor already has a damage aura in Icicles. Chilling Embrace already does -14% dmg, so the question would be how much more -dmg is the slow value worth, if it were to be replaced?Very good points, Jade. I just made my first Brute. It took a couple of respecs to get him decent. (SS/Fire, btw)
I wasn't sure about all the specifics on Fury. Your points are very clear. I also like your ideas as to renaming and swapping a couple of powers. A damage aura would work instead of a slow aura, also. Maybe a Freezing Air aura or something since freezing temperatures do hurt us.
I think Ice Armor/Melee is worth testing with the way Brutes work now. It's theorycraft how much fury generation would actually be affected by the -recharge both sets offer, and I suspect that we'd probably see similar patterns in other high-mitigation melee sets...that is, fury generation would suffer vs. small/single targets, and vs. large groups it wouldn't matter due to the sheer number of incoming attacks. -
Though I find MM's to be easier and powerful in the early levels, for me Corrs end up being more straightforward, powerful, and fun to play in the endgame. Managing pets just becomes a bore for me, I've discovered.
I haven't touched an MM since demons came out due to that realization, so my current experience of comparison is out-of-date; I know though that fire/traps is awesome for all 3 of your cases, having taken my 37 fire/traps through all the old Heroside TFs, and from forum posts. -
My gut says that since Alpha slot bonuses only seem to apply their effect on powers that could normally slot that effect, Mind Link would not benefit from a Spiritual Alpha slot.
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You might consider a Fire/Traps corruptor, with a Spiritual (recharge) Alpha. Great debuffs, mez protection and defense bubble, and excellent ST and AOE dmg.
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Woah Hyper; way to go the extra mile
On my Ice/Fire tank, I got to within 3%ish of 45% def with slotted armors, Weave, single-slotted Combat Jumping, and a Steadfast Protection 3% def IO. My current build has 4 slots of Reactive Armor in Tough, and 4 slots of Mocking Beratement in Taunt for the remaining S/L, and 4 slots in a 6-slotted Combustion of Eradication for the E/N. All the rest of my build is pretty much dedicated to recharge/hp/regen.
I didn't find it worth trying to build up F/C def, but the build sits at 16% to both, and 21% psi. Consider Darkest Night from villain Soul Mastery if you want to plug those holes, mine just 2-slotted is 13.5% -tohit, and EA gives us the end to run it even while attacking full-bore. -
Quote:Just to quote that link provided awhile ago, This is the snip-it of how RoTP is described.
"
Hang in there. the captain whispered, transfixed by what he was seeing.
The chief soldier finally made it to the front. Stepping forward, his dead, alien eyes locked with Alumettes as he pulled a two handed sword glittering with power. BRING IT! she shouted, casing her arms wide. With a flare, the ground around her exploded igniting the breach and turning it into a furnace in seconds. Alien screams filled the air as warrior after warrior pitched over, was flash fried, or backed away trying to put out a flames that burned through energy fields, armor, and flesh with equal voracity. The chief soldier strode into the flames unconcerned to tower at nearly twice Alumettes height. With a double handed swing, the blade slammed into Alumettes body and drove her to the ground with a shriek and crump that cracked ground beneath her. As she tried to rise, he lifted the weapon high over his head and brought it down again, slamming it into her head and back and driving her flat. Dazed, stunned, and now uncertain, Alumette again tried to stand.
*First in battle she muttered, blood dropping from her mouth to vaporize in the flames.
First to fall she whispered shaking as she tried to push her legs under her.
NOOOOO! the captain yelled as he watched the blade rise.
With another downward stroke, the Soldier drove the sword into Alumettes prone body, her arms flailing upward as the impact literally drove her into the earth and doused the flames surrounding her with a soft pop.
We have them all! the SAS Sergeant said. We HAVE to go!
The captain nodded in abject horror. Go go go go go go Get us OUT of here! The VTOL powered up with a roar as the last of the troops came on board.
The Chief soldier planted a foot on Alumettes back as his troops surrounded him. Pointing to the rising craft, he screeched a command and in unison the aliens raised their rifles.
NEVER FALL! Alumettes voice echoed through the compound heard everywhere and aboard the craft as her fallen body exploded into flames. Twin wings of pure yellow and red fire expanded from her back as she broke free from the ground, her eyes blazing with white hot fury. The captain shielded his face as the warriors surrounding the risen phoenix burst into flames. Lashing a hand forward, the now hovering Alumette seized the Chief Soldier by the throat, and staring into his eyes as the wings of blazing flame enfolded him, she pressed a single finger into his forehead, the touch super-heating his armor and cooking him inside. Letting go, she dropped his corpse to the smoking earth."
Totally epic. Thanks for reposting that! Makes me want to take another look at my kat/fire ronin dragonlord... -
If you liked Dark Miasma on a Defender, and like versatility and ice attacks, I'd also suggest Ice/Dark Corruptor. Tons of tools, excellent damage, excellent solo or teamed, and the personal satisfaction of knowing that every single thing I do is applying crippling debuffs, even my attacks.
I'd suggest Corruptor over Defender in this case because of Corruptor's Scourge effect, which is also very satisfying and great added damage, particularly for rain powers (like Ice Storm, or Rain of Fire). -
For me, For Leveling:
3 recharge in AM, PGT, SDrones, 3 def in FFG, 1 rch in Caltrops, and 3 frankenslot heal/rech IOs in Triage.
AM benefits from a slot of acc so it's more reliable vs. higher cons. -res and hold procs in AM, lockdown proc in PGT as the slots become available.
For a final build, whatever gets softcap and amps the recharge. I'm working on a fire/traps corr build that I adapted from a forum offering, I think...Frosticus' AV soloing build?
156% global recharge, softcapped with some cushion to s/l/e/n and ranged
AM: 3 slots of Thunderstrike (dmg/rech, acc/dmg/rech/, dmg/end/rech), Analyze Weakness Acc/rech, Devastation Hold proc, Achilles' Heel -res proc
PGT: 4 slots of recharge-oriented Basilisk's Gaze, Lockdown hold proc
Seekers: Full Cloud Senses set. Gets ranged def, and global rech takes up the slack in the set's rech value.
I have other trappers I did different things with. Defenders are fun to build because you can softcap them to melee/ranged/aoe pretty easily, unlike corrs. -
The way it was explained to me, Dechs, is that the player is not the caster of the proc, but the *target* is.
http://tomax.cohtitan.com/data/power...chilles_Heel_A
Down on the lower left, there are 3 fields;
Entities affected Caster
Entities autohit Caster
Target Caster
Someone correct me if I'm mistaken, but I'm pretty sure it's not stackable, and this is why.
Edit: Speedy posters! -
I started a Traps/Energy def at the end of the weekend, and he's 15 now. I don't think I've played Energy since I first played in 2004, though I'm a longtime lover of Traps.
Against my expectations, it is working really well, and is FUN. Traps plays great solo or teamed, and positioning for knockback adds to the 'tactical' feel of Traps. Acid Mortar finds your mob no matter where you knock them. Knockback is a great layer of mitigaton on top of non-softcapped def. Energy is very viscerally satisfying in sounds & sights (I find myself constantly jumping at enemies to deliver point-blank Power Bursts)
The power progression is really nice in the lowbie levels too. by 14, i had Web Grenade, Caltrops, Acid Mortar, FFG, Poison Trap (Hasten planned at 16, Seekers at 18), and the T1, T2, T3 blasts and an AOE cone. As well as 3 slots in the blasts and long-recharge powers. I think only /Archery can get the same kind of fast ST blast progression on a Def, and Traps/ is very kind, slotwise. -
Good points; looking back, I was actually basing my response out of what 2 lvl 50 IOs can give.
3 recharge SOs are definately safest for leveling.
High-end shield builds benefit from 2-3 def/recharge hami-Os, for def debuff resist. -
Put 2 recharge SO's into Active Defense, and ctrl-click it to set it to autofire. Now your mez protection is perma. There is no need for Acrobatics.
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mace/shield is a combo I might do someday; I've done mace and shield before, just not together.
Mace is a set that's awesome at both single-target and AOE damage. Shield is a great set that, with some planning, is great to level with, and amazing when IO'ed.
For leveling, it's relatively easy to get around 32.5% def, using a slotted Deflection, Battle Agility, and Weave, single-slotted Phalanx Fighting and Combat Jumping, and a Steadfasat 3% def IO. This gets you 1 small purple insp from 45% def, the softcap.
I threw together a build for you that you might be happy with, endgame; it's affordable and sturdy, though a couple of the AOEs have less end redux than i'd like, and the build could use some more global recharge. Someone feel free to polish it up if you like.
Keep in mind this build plans for inherent Fitness, and saves slots for a 6-slotted Stamina (Perf. Shifter set, mainly for the AOE def but that set has lots of good bonuses), and a 4-slotted health (Regen Tissue +regen proc, Miracle +recov proc, heal, heal/end).
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Brute
Primary Power Set: War Mace
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Bash- (A) Touch of Death - Accuracy/Damage
- (7) Touch of Death - Damage/Endurance
- (7) Touch of Death - Damage/Recharge
- (9) Touch of Death - Accuracy/Damage/Endurance
- (9) Touch of Death - Damage/Endurance/Recharge
- (11) Touch of Death - Chance of Damage(Negative)
- (A) Luck of the Gambler - Defense/Endurance
- (3) Luck of the Gambler - Defense
- (3) Luck of the Gambler - Recharge Speed
- (13) Steadfast Protection - Resistance/+Def 3%
- (13) Kismet - Accuracy +6%
- (A) Mako's Bite - Accuracy/Damage
- (15) Mako's Bite - Damage/Endurance
- (15) Mako's Bite - Damage/Recharge
- (17) Mako's Bite - Accuracy/Endurance/Recharge
- (17) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (23) Mako's Bite - Chance of Damage(Lethal)
- (A) Luck of the Gambler - Defense/Endurance
- (5) Luck of the Gambler - Defense
- (5) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Numina's Convalescence - Heal
- (40) Numina's Convalescence - Heal/Endurance
- (42) Numina's Convalescence - +Regeneration/+Recovery
- (A) Mako's Bite - Accuracy/Damage
- (42) Mako's Bite - Damage/Endurance
- (42) Mako's Bite - Damage/Recharge
- (43) Mako's Bite - Accuracy/Endurance/Recharge
- (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (45) Mako's Bite - Chance of Damage(Lethal)
- (A) HamiO:Membrane Exposure
- (11) HamiO:Membrane Exposure
- (A) Luck of the Gambler - Recharge Speed
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Endurance Reduction IO
- (A) Obliteration - Damage
- (19) Obliteration - Accuracy/Recharge
- (19) Obliteration - Damage/Recharge
- (21) Obliteration - Accuracy/Damage/Recharge
- (21) Obliteration - Accuracy/Damage/Endurance/Recharge
- (23) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (A) Empty
- (A) Aegis - Resistance/Recharge
- (25) Aegis - Resistance/Endurance
- (25) Aegis - Endurance/Recharge
- (31) Aegis - Resistance/Endurance/Recharge
- (31) Aegis - Resistance
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (27) Eradication - Accuracy/Damage/Recharge
- (27) Eradication - Damage/Recharge
- (29) Eradication - Chance for Energy Damage
- (29) Eradication - Damage
- (31) Eradication - Accuracy/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (34) Luck of the Gambler - Defense/Endurance/Recharge
- (37) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (43) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (33) Eradication - Accuracy/Damage/Recharge
- (33) Eradication - Damage/Recharge
- (33) Eradication - Chance for Energy Damage
- (34) Scirocco's Dervish - Accuracy/Damage/Endurance
- (34) Scirocco's Dervish - Accuracy/Recharge
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Performance Shifter - Chance for +End
- (A) Performance Shifter - Chance for +End
- (A) Mocking Beratement - Taunt/Recharge/Range
- (A) Endurance Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
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Ice Armor, Ice Armor, rah rah rah!
I've written often about how much fun and effective I find my ice/fire tank. I think I made it after being inspired by a post Garthalus made about his, years ago. It's a bumpy ride, but if you can make it to 26, Energy Absorption is a good reason to keep going.
I can see how the prevelance of defense bonuses in the game puts an IO'ed ice tank at a disadvantage to other IO'ed toons. Still, IMO Ice armor is a strong set that offers a unique experience: Unlimited endurance, effortless aggro control, huge HP, softcap with minimal investment, and a unique T9 that works great with 1 slot. Give it a shot. -
Agreed with the above posters; i'd advise a respec at some point, and put Active Defense at lvl 10. I remember chomping at the bit to get the mez resist toggle for my /inv scrapper at 16. 35 --- yikes!!
Do not bother slotting taunt in AAO. It *seriously* does not need it. Because of the way that taunt auras work (some calculation that involves the mag of the taunt, the duration of the taunt effect, and the damage you are doing), /Shield scraps regularly pull mobs away from tanks. AAO is that good at taunting. Slot it with 1 endredux and call it a day.
It is very easy to use; stand next to something, and you will have its attention. Because of the long duration of its taunt effect, you can position and maneuver and things will follow you for a while. -
Regarding Jounin Caltrops: they differ from player Caltrops in that they only last as long as the target they 'cast' it on lives. Your personal caltrops can be placed, as you say, more stratigecally, and will last the full 45 seconds. Your jounin may throw caltrops while targeting some minion they afterwards annihilate. (It's been a while since i've played Ninjas, someone correct me if this behavior's changed.)
I'd get caltrops for sure. They are there when you need them, where you need them, and more than likely for far longer than you need them. -
Thanks, BillZ. Most of my leveling projects are completed, or I've lost interest, so I've been jonesing for something new...just had no inspiration. Tips get old after a while, if that's all I'm doing.
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To be fair, the scrap will be hit just as often as the tank would, about 10% of the time. The difference would be the tank's extra HP and greater resists soaking the hits with less worry.
For farming, i agree, go with the scrap. The tank won't be slow, especially compared to a lot of tanks, but the scrap will be faster.