Twilight_Snow

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  1. Quote:
    Originally Posted by UnicyclePeon View Post
    Ah ok then. So, my numbers are actually almost OK then? Hmm.

    I wish I could figure out how to nudge my ranged defense up a bit more. I'll keep working on it. Thanks!
    Your numbers should be ok. For your build, you can consider touch of death for your attacks instead of kinetic combat such that you can accumulate melee defense bonus faster. Then you maybe able to free up a couple melee powers to use Mako's bite for higher ranged defense. For example, I modified your slotting below.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    ZZZ SCR BS SD: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping

    Hero Profile:
    Level 1: Hack -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(40)
    Level 1: Deflection -- GftotA-Def(A), GftotA-Run+(7), GftotA-Def/EndRdx(7), GftotA-Def/EndRdx/Rchg(15), ImpArm-ResDam(43), ImpArm-ResDam/EndRdx(50)
    Level 2: Slice -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Dmg/Rchg(3), M'Strk-Acc/EndRdx(17), M'Strk-Acc/Dmg/EndRdx(17), M'Strk-Dmg/EndRdx/Rchg(39)
    Level 4: Battle Agility -- GftotA-Def(A), GftotA-Def/EndRdx(13), GftotA-Def/EndRdx/Rchg(13), GftotA-Run+(15)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
    Level 8: Parry -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(31)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11), EndRdx-I(11)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(37)
    Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21), P'Shift-EndMod/Rchg(48)
    Level 22: Whirling Sword -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(23), M'Strk-Dmg/Rchg(23), M'Strk-Acc/EndRdx(25), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(39)
    Level 24: Against All Odds -- EndRdx-I(A)
    Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(39)
    Level 28: True Grit -- Heal-I(A), Heal-I(43), S'fstPrt-ResDam/Def+(48)
    Level 30: Phalanx Fighting -- DefBuff-I(A)
    Level 32: Head Splitter -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Boxing -- Acc-I(A)
    Level 41: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(42), Aegis-EndRdx/Rchg(42), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(43)
    Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(48), RedFtn-EndRdx(50)
    Level 47: Combat Jumping -- DefBuff-I(A)
    Level 49: Grant Cover -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 16% DamageBuff(Smashing)
    • 16% DamageBuff(Lethal)
    • 16% DamageBuff(Fire)
    • 16% DamageBuff(Cold)
    • 16% DamageBuff(Energy)
    • 16% DamageBuff(Negative)
    • 16% DamageBuff(Toxic)
    • 16% DamageBuff(Psionic)
    • 10.8% Defense(Smashing)
    • 10.8% Defense(Lethal)
    • 11.8% Defense(Fire)
    • 11.8% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 18.6% Defense(Melee)
    • 15.5% Defense(Ranged)
    • 15.8% Defense(AoE)
    • 3.6% Max End
    • 9% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 110.4 HP (8.25%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 11.6%
    • MezResist(Sleep) 4.95%
    • MezResist(Stun) 7.15%
    • 11.5% (0.19 End/sec) Recovery
    • 9.1% Resistance(Fire)
    • 4.1% Resistance(Cold)
    • 30% RunSpeed
    • 2.5% XPDebtProtection
  2. You can set the number of allies for phalanx fighting in the box at the bottom-left corner. Yours is set to zero. OP's build is set to 3.
  3. From my experience, stalkers are ok. I think stalkers are not priority in a team. I believe most of the time, if there are other choices, stalkers will be left behind. Stalkers maybe problematic for master runs, as they are melee but needs some buffs (for example resistance and hp buffs, defense buffs may not be that helpful if their defense are already soft-capped) to be more tough. I think missions and tfs in this game need more objectives that are strategic in nature. The contents in this game are mostly about dps, massive quick killing, or one big mob that needs nothing but massive debuffs, and I don't see why a stalker is essential in most cases, although it doesn't hurt to have a stalker.

    I duo-ed with stalkers a few times with my squishy corruptor. It's quite problematic at lower levels when both players are not that tough. The stalker placates and the mobs go after me. I'd rather duo with other AT such that the aggro can be at least shared.
  4. I would love an option not to accept buffs. I think the issue is how to make the user interface convenient, and how much customization is allowed by players (for example, people love sb, but may not want the boost in movement speed, can players accept part of a buff only?)

    A typical usage is to decline buffs during CC only, as mentioned, a quick solution is just to allow players to turn off buff graphics. I don't really agree that CC should be held in Studio B, as it is supposed to be a quiet place for mission architects, although there is no rule saying that it can't be used for CC.

    Since I'm just a player and not the person who do the coding, I actually want both the option to decline buff, and the option not to show buff graphics.
  5. Quote:
    Originally Posted by PhoenixEye View Post
    On top of helping with the build any other pieces of advice would be GREATLY appreciated.
    Your goal is to soft-cap s/l defense, which looks good. I think your build takes too much end with maneuvers and focused accuracy. I know the slotting is pretty difficult. A couple powers are under-slotted. I would franken-slot dark regeneration such that it has more endurance reduction and higher recharge. I would pick one of the utility powers of dark armor, which is either cloak of fear or oppressive gloom. I think they are the characteristics of dark armor and help quite a lot with survival.

    Quote:
    Originally Posted by PhoenixEye View Post
    And one thing that I need help with are the order that I get powers because I don't know when what will be needed.
    The order is ok. I would take murky cloud earlier.

    I modified your build. See below.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
    Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 2: Death Shroud -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(37), Sciroc-Dmg/EndRdx(37), Sciroc-Acc/Dmg/EndRdx(40)
    Level 4: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 6: Typhoon's Edge -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(42)
    Level 8: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19)
    Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
    Level 16: Dark Regeneration -- Theft-+End%(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(33), H'zdH-Heal/EndRdx/Rchg(33), Nictus-Acc/EndRdx/Heal/HP/Regen(34), Nictus-Acc/EndRdx/Rchg(34)
    Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(25), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(48)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), Efficacy-EndMod/Rchg(21)
    Level 22: Cloak of Darkness -- GftotA-Def(A), GftotA-Def/EndRdx(23), GftotA-Run+(23), GftotA-Def/EndRdx/Rchg(50)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 26: Sweeping Strike -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(43), Erad-Acc/Rchg(43), Erad-Acc/Dmg/Rchg(43), M'Strk-Dmg/EndRdx(46)
    Level 28: Cloak of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(34), SipInsght-Acc/Rchg(37), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(39), EndRdx-I(39)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-EndRdx(50)
    Level 32: One Thousand Cuts -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Dmg(42), Erad-Acc/Rchg(46), M'Strk-Dmg/EndRdx(46)
    Level 35: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(36), HO:Cyto(36)
    Level 38: Combat Jumping -- Krma-ResKB(A)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45)
    Level 47: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Taunt/Rng(50)
    Level 49: Super Jump -- Zephyr-ResKB(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run
  6. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    could you post the longer version of the build please!!!
    Below is OP's build.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Power Slice -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(5)
    Level 1: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(11), RctvArm-EndRdx(15), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 2: Ablating Strike -- Achilles-ResDeb%(A), KntkC'bat-Acc/Dmg(5), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15)
    Level 4: Death Shroud -- Erad-Dmg(A), Sciroc-Acc/Dmg/EndRdx(9), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-%Dam(31), Sciroc-Dmg/EndRdx(33), M'Strk-Dmg/EndRdx(50)
    Level 6: Typhoon's Edge -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(7), Erad-Acc/Dmg/Rchg(7), Sciroc-Acc/Dmg(9)
    Level 8: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(34)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-EndRdx(37)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(36)
    Level 16: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Heal(17), Theft-Heal/Rchg(17), Nictus-Heal/HP/Regen/Rchg(19), Nictus-Acc/EndRdx/Heal/HP/Regen(19), Nictus-Acc/Heal(21)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(23), P'Shift-End%(23)
    Level 22: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(34), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx(48)
    Level 24: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(33), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(48)
    Level 26: Sweeping Strike -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(27), Erad-Acc/Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Dmg/Rchg(46)
    Level 28: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(29), GftotA-Def/EndRdx(29), GftotA-Def/EndRdx/Rchg(31)
    Level 30: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 32: One Thousand Cuts -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Dmg(40), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45)
    Level 35: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-EndRdx(39)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(43)
    Level 44: Focused Accuracy -- EndRdx-I(A), EndRdx-I(48)
    Level 47: Physical Perfection -- EndMod-I(A), EndMod-I(50)
    Level 49: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 28.6% Defense(Smashing)
    • 28.6% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 18.6% Defense(Energy)
    • 18.6% Defense(Negative)
    • 3% Defense(Psionic)
    • 18.6% Defense(Melee)
    • 12.7% Defense(Ranged)
    • 3% Defense(AoE)
    • 7.2% Max End
    • 20% Enhancement(RechargeTime)
    • 27% Enhancement(Accuracy)
    • 140.6 HP (10.5%) HitPoints
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Immobilize) 18.2%
    • MezResist(Stun) 2.2%
    • 7.5% (0.13 End/sec) Recovery
    • 40% (2.24 HP/sec) Regeneration
  7. Quote:
    Originally Posted by Arkadian_NA View Post
    It would be easier/cheaper to get Kinetic Combat Sets vs. Touch of Death?
    I just checked the market. For kinetic combat, some recipes are a couple mil, while some are around few tens to a hundred mil. Depending on how skilful your bidding is, you can drain your 500 mil pretty easily. If you run out of inf, you can temporarily replace kinetic combat by smashing haymaker. The build will still have s/l defense soft-capped after such replacement.

    Quote:
    Originally Posted by Arkadian_NA View Post
    I was actually going as much melee defense as i could get. I've got a few Katana and one Broadsword Scrapper and it made me think of how nice Parry's Melee DEF is...but it's weird....doesn't all melee have a Smash/Lethal component?
    The replies above explained it. I'll elaborate a little more.

    Most attacks have a damage type attribute, and a positional attribute. For example, an attack from a gun causes lethal damage, and it is a range attack. To determine whether the attack hits or not, both your lethal defense and ranged defense is checked. The defense with the higher value will be used to determine the final outcome. The key here is that the lethal defense and ranged defense don't add up in the calculation, but are considered separately.

    For energy aura, the defense are provided mainly by damage types. Therefore, it is more efficient if you acquire typed defense bonus, which can stack onto existing damage-type defense from your toggles. Melee defense set bonus does offer s/l defense bonus, however as mentioned, the values are halved. For example, in your build, slotting an attack with kinetic combat is better than touch of death for energy aura.

    If you want to know more details, you can take a look at the wiki website.
  8. Quote:
    Originally Posted by JakHammer View Post
    So I would like some guidance and or sample builds for my three position soft-capped Claws/SR Brute Jakkk Clawzzz.
    I am currently leveling a Claws/SR scrapper too. (Lizzz and Jakkk are each others arch enemies of course.)
    So I have a basic idea what will work from the Scrapper forum guides and threads. But I am sure there are nuances as regards a Brute that I have no idea about, as this is my first real brute.
    As far as character builds are concerned, brutes have higher resistance and hp caps than scrappers. However, super reflexes is defense-based and doesn't have hitpoint buffs. Therefore, the caps are not much of a concern. Brutes don't have access to physical perfection, and super reflexes doesn't have any recovery powers, you need to be more careful with endurance management if your build has a lot of toggles.

    You didn't say much about how you want Lizzz and Jakkk to be different. Villains have access to patron powers which contain quite a few attacks and a pet. I don't know if you're interested in a pet or not, but it is one thing you can make a difference.

    Quote:
    Originally Posted by Alpha_A View Post
    If you are going for massive Rech, which the LotGs seem to imply, you would need to pick up hasten.
    I believe the decision needs to be made by the OP. In my opinion, super reflexes doesn't have long recharging powers like dull pain, nor does it rely on recharge for survival. Most powers are either toggles or passives. Therefore, +recharge is not really that essential, but to make the attack chains more smooth for higher dps. I think it's nice to have some recharge bonus, but I won't be too crazy about it for super reflexes.

    Quote:
    Originally Posted by Alpha_A View Post
    And why the Gift of the Ancients?
    I believe it's for the recovery bonus. In particular, the OP seems to want focused accuracy, so higher recovery may be necessary.

    For Jak's build, I agree with Alpha that the HO is not necessary. Assuming that you want focused accuracy, I made a build below with mace mastery. It's just a suggestion. I think you've to decide yourself what travel power you want (or maybe skip it), the patron powers, and whether you want aid self or not.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Brute
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(37)
    Level 1: Focused Fighting -- GftotA-Run+(A), GftotA-Def(3), GftotA-Def/EndRdx(3), GftotA-Def/EndRdx/Rchg(5)
    Level 2: Focused Senses -- GftotA-Run+(A), GftotA-Def(5), GftotA-Def/EndRdx(7), GftotA-Def/EndRdx/Rchg(7)
    Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/Rchg(9)
    Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), EndRdx-I(40)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Practiced Brawler -- EndRdx-I(A), RechRdx-I(15)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(43)
    Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(15), Numna-Regen/Rcvry+(50)
    Level 16: Follow Up -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg(36), C'ngImp-Dmg/EndRdx(36)
    Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(36)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
    Level 22: Evasion -- GftotA-Run+(A), GftotA-Def(23), GftotA-Def/EndRdx(25), GftotA-Def/EndRdx/Rchg(25)
    Level 24: Boxing -- Empty(A)
    Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dmg/EndRdx(43), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(46)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/EndRdx/Rchg(29), Aegis-ResDam(34)
    Level 30: Weave -- GftotA-Run+(A), GftotA-Def/EndRdx/Rchg(31), GftotA-Def/EndRdx(31), GftotA-EndRdx/Rchg(31), LkGmblr-Rchg+(33)
    Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34)
    Level 35: Quickness -- Run-I(A)
    Level 38: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/Rchg(39)
    Level 41: Web Envelope -- TotHntr-Immob/Acc(A), TotHntr-Acc/EndRdx(42), TotHntr-EndRdx/Immob(42), TotHntr-Acc/Immob/Rchg(42)
    Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 47: Summon Blaster -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(48), C'Arms-Acc/Dmg/Rchg(48), C'Arms-EndRdx/Dmg/Rchg(48)
    Level 49: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run
  9. Quote:
    Originally Posted by Arkadian_NA View Post
    Intended for soloing primarily, not trying to tank with it in groups. I require Energy Cloak (the whole point of the build), swift and hurdle (no travel power, only ninja run). Took Stamina because i am an end hog!!!! About 500 mil INF to play with.
    The power choice is ok. The main thing is that energy aura uses typed defense, but you use IO sets like Touch of Death instead of Kinetic combat. Another issue is your budget. With 500 mil, I doubt that you can pay for all the LotG +recharge, and the various uniques. Probably, buying the kinetic combat by itself is already a challenge.

    I re-slot your build below. It's a semi-budget build. It has higher defense. I make the s/l defense higher such that you can take a couple defense debuffs. Energy drain can now heal, it is now slotted for both endurance and heal. I doubt that you need overload a lot. I would slot it for higher hit points, as you might need it for tough mobs.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    London Porter: Level 50 Technology Brute
    Primary Power Set: Energy Melee
    Secondary Power Set: Energy Aura
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Speed

    Villain Profile:
    Level 1: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(48)
    Level 1: Kinetic Shield -- S'dpty-Def(A), S'dpty-Def/EndRdx(7), S'dpty-Def/Rchg(9), S'dpty-Def/EndRdx/Rchg(9)
    Level 2: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21)
    Level 4: Power Shield -- S'dpty-Def(A), S'dpty-Def/EndRdx(11), S'dpty-Def/Rchg(11), S'dpty-Def/EndRdx/Rchg(13)
    Level 6: Hurdle -- Jump-I(A), Jump-I(7)
    Level 8: Whirling Hands -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(15), Erad-Acc/Rchg(15), C'ngBlow-Acc/Dmg(17), C'ngBlow-Dmg/EndRdx(17), C'ngBlow-Acc/Rchg(19)
    Level 10: Entropy Shield -- EndRdx-I(A)
    Level 12: Swift -- Run-I(A), Run-I(23)
    Level 14: Health -- Heal-I(A)
    Level 16: Boxing -- Acc-I(A)
    Level 18: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Acc/EndRdx/Rchg(48)
    Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-End%(36), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(39)
    Level 22: Energy Cloak -- S'dpty-Def(A), S'dpty-Def/EndRdx(27), S'dpty-Def/Rchg(34), S'dpty-Def/EndRdx/Rchg(36)
    Level 24: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-EndRdx(25), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx(27), S'fstPrt-ResDam/Def+(43)
    Level 26: Dampening Field -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(43)
    Level 28: Energy Drain -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod(29), Efficacy-EndMod/Rchg(29), Dct'dW-Heal(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31)
    Level 30: Weave -- S'dpty-Def(A), S'dpty-Def/EndRdx(33), S'dpty-Def/Rchg(33), S'dpty-Def/EndRdx/Rchg(33)
    Level 32: Energy Transfer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(50)
    Level 35: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(43), RechRdx-I(46)
    Level 38: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(39), Mocking-Acc/Rchg(40), Mocking-Taunt/Rng(40), Mocking-Rchg(42)
    Level 41: Stimulant -- IntRdx-I(A)
    Level 44: Aid Self -- IntRdx-I(A), Dct'dW-Heal/Rchg(45), Dct'dW-Rchg(45), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/EndRdx(46), Dct'dW-Heal(46)
    Level 47: Overload -- Heal-I(A), Heal-I(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 2: Ninja Run
  10. Quote:
    Originally Posted by beowulf2010 View Post
    Heya, just messing around with Mids for my first (soon to be) IOd 50 Willpower Brute and was wondering what a good effective baseline number to shoot for for my Defense stats in the various typed defenses would be?

    I've got S/L at 24.4%, F/C at 28.4% and E/N at 32.2% I know I can get this higher but is it really all the effective to really start reaching for more +Def and start loosing some of my max HP and Regen bonuses?

    Basically, where abouts does more +Def stop being a help to Willpower and start being a hiderence? Oh, I should mention my char is SS/WP/Soul but would prefer to not to need to use Darkest Night on anything except AVs and GMs.
    I don't think there is a general rule. For example, your regeneration can be overwhelmed, then it is more effective to get some defense instead of even higher regeneration. For some encounters, defense may not be useful because of mob's to-hit or defense debuff, then regeneration will give you a better chance to live.

    There are personal preference on slotting. If you have any particular mob types that you fight against regularly, you can design your slotting correspondingly. Otherwise, if you want a more general purpose brute, it is probably the best to adopt a balanced approach, such that no one mob type can completely overwhelm your abilities.

    Usually, a build has to make some sacrifice if you want to soft-cap s/l/e/ne defense. And defense debuff easily makes all these efforts go down the drain. A better approach is to raise your defense to the range of 30 to 40%, and then stack darkest night on top of it. You can probably do it while keeping your HP and regeneration reasonably high. Against AVs, darkest night will be resisted (~90% of the debuff is resisted), so you probably need strength of will for tough situation. However, if you hate darkest night, 30 to 40% defense is already a pretty good boost to survival by itself.
  11. Quote:
    Originally Posted by Valon View Post
    I use hover for when in a fight, and fly to move around the map.
    I love to use hover for melee toons as well. I usually prefer some slotting as it takes some endurance, and I think it's a bit slow even when used in combat. I guess it's just a personal preference.

    Quote:
    Originally Posted by Valon View Post
    Unless I want to drop fly for Strength of Will I don't see what I could replace with it.
    For your first build, fly is probably the one that you can drop. If you drop fly, then you hover during combat, and sprint to move around the map. Use some sort of jetpack to travel outdoor. Strength of will is useful for tough mobs. Its crash is mild, unlike other god mode. So, I like it. I think one can live without it by using inspirations when needed.

    Quote:
    Originally Posted by Valon View Post
    First off I would like to apologize to Twilight_snow, my post last night sounds very rude when It wasn't meant to be.
    lol, np. There are infinite number of ways to do slotting. I think slotting is not something trivial. Your second build may have endurance problems. So, I re-slot your first build below. I don't try to soft-cap defense, but simply bring the defense reasonably high.

    For the power choice, I pick ring of fire instead of melt armor. Ring of fire isn't really a great power, but a good set mule for s/l defense. For scorch and fire sword, I simply keep your fire sword. You can switch to scorch if you like. Another thing you can think about is fly vs strength of will as mentioned above. Both choices are ok, so you've to decide yourself. You can even think about picking the jumping pool instead of the flight pool. Combat jumping doesn't need slotting and is very light on endurance usage. I believe you pick hover for concept reason.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ember Alt: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Flight
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(11)
    Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Numna-Heal(9), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(23)
    Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 4: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(40), Numna-Heal/Rchg(40)
    Level 6: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
    Level 8: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(9)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(46)
    Level 12: Swift -- Flight-I(A)
    Level 14: Health -- RgnTis-Regen+(A), Mrcl-Heal(23), Mrcl-Rcvry+(43)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Regen/Rcvry+(17), Dct'dW-Heal/EndRdx(50)
    Level 18: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(19), Erad-Acc/Rchg(19), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Acc/Rchg(40)
    Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(25), P'Shift-EndMod/Rchg(25)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29)
    Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 28: Hover -- LkGmblr-Rchg+(A), Flight-I(43), HO:Micro(50)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Rchg/Hold(42)
    Level 44: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Fly -- Flight-I(A)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 6: Ninja Run
  12. The power choice is ok. Maybe you can consider fitting strength of will into your build.

    Willpower uses typed defense. You should optimize your character using IO sets with typed defense bonus, not positional defense bonus. For example, you should use kinetic combat instead of Touch of Death. I think hover is a bit too slow without slotting. Overall, I think you need to slot your character all over again.
  13. Your build has too many 1.25% e/ne defense bonus, so you should use different IO sets for some of your powers. Also, energy drain is auto-bit, so you don't need to slot it with accuracy.
  14. Quote:
    Originally Posted by Peacemoon View Post
    (1) Make phased enemies untargetable.

    The biggest problem with AoE phase powers is the amount of wasted effort by the team as they accidently target phased enemies. It often takes a while for people to realise they are hitting an intangible enemy. This can cause a lot of annoyance to team members. Especially if they have used a long recharge power like total focus or lingering radiation. However it is even worse if you waste a power like Transfusion, Twilight Grasp etc.

    By making enemies who are phased untargetable, the player will not have to sift through a whole pack of phased mobs to find the ones that are still attackable. Think of how Freakshow are untargetable whne they rezz, that was the inspiration for this idea. Suddenly, only the attackable ones will be targetable and this will greatly reduce the burden on the player. (They are meant to be in a different dimension or stuck in a black hole anyway!!)
    Good suggestion. However, a phased mob should be targetable by a phased player, I think.

    Quote:
    Originally Posted by Peacemoon View Post
    (2) Reduce the chance to apply phase to 50%~ for AoE powers.

    There is nothing worse then casting Dimension Shift and phasing the whole pack, forcing your team to sit and wait for 20s while they all unphase. Trust me, I've done it a few times. One of the suggestions was to lower the base accuarcy so that it would be unlikely to hit everyone in the pack, but I would go one further.

    After a successful hit check, have a 50% chance to apply phase. Aslong as the random number generator is playing nice, only half a pack should ever be phased at once. This would make Dimension Shift and Black Hole powers that could effectively remove half a pack of enemies. For some groups, this would make them more manageable. Ideally this number would be enhanceable, but that might be too much work.
    The idea is good. If a player is able to adjust the accuracy (from 5% to the value specified by enhancements) in real time, then it is good. I think the percentage of mobs to be phased should depend quite a lot on the situation. So, a rigid number or pre-combat adjustments through slotting are probably not ideal.

    Quote:
    Originally Posted by Peacemoon View Post
    (3) Debuff Regeneration + Recovery while phased.
    This was another idea in the other thread which I think is good. Phased enemies should be in "stasis", and not be effected by natural regen while phased out.
    Conceptually, the powers simply send the mobs to another dimension. They don't really freeze or put the mobs in stasis. But I don't object putting some kind of debuffs on phased mobs.
  15. Looks good overall, just make sure that you have the inf.

    Maybe you don't really need to 6-slot your melee attacks. If you want to do so, you can pick an IO in Mako's bite or focused smite that doesn't have a damage component. Then your melee attacks won't be so over-slotted for damage. You can consider a damage proc for the 6-th slot as well.

    For build up, you can consider rectified reticle instead of Gaussian. 2 slots of rectified reticle can give you some s/l defense. Gaussian is also good. I think that if you need slots elsewhere, you can take the slots from build up. If you can put 3 more slots into rise to the challenge, you can put discouraging words into it for more s/l defense. Maybe you can drop the damage proc from your purple sets if you don't care about the last bonus.

    I think you can use reactive armor in mind over body, and maybe strength of will as well. I believe e/ne attacks are slightly more common than f/c. You probably need to take strength of will earlier though. I don't think your current build can put any slots into it.
  16. If your main concern is endurance, then you should look for the power sets with some sort of endurance management, for example electric armor has power sink, fiery aura has consume (although the recharge is a little long), regeneration and willpower both have quick recovery.

    For the other power sets, you can take body mastery as your ancillary power pool, then you can have access to conserve power and physical perfection. On top of physical perfection, you can optimize your character for more recovery using IO set bonus. Dark armor is known to be pretty heavy in endurance usage.
  17. Quote:
    Originally Posted by Absorber_NA View Post
    Is a taunt duration worth it in chilling embrace? Seems like I am only putting
    an end redux in that and wet ice
    I think if a mob is within the range of chilling embrace, the taunt effect will be continuous, and a taunt duration enhancement is not necessary. However, if you worry about losing aggro from a mob that gets out of range, then you can consider enhancing the duration. I believe people usually don't bother. You can consider slotting chilling embrace with the chance to -recharge or the damage proc. I think slotting with slow movement IO sets is also ok, if there are set bonus that you want.

    Quote:
    Originally Posted by Absorber_NA View Post
    Chain Induction, i know awhile ago it was bugged and it would steal xp or something like that, is that still the case?
    I searched the patch notes. It seems like the dev fixed a couple things. Chain induction now works properly with enh, fury and procs (see this and this). I don't know if the XP loss is still there.
  18. Ow...it seems like bacon gets a little more bad rep everyday. I read the thread. Empathy is one of the oldest power sets, so it is pretty well understood. I bet if there are no substantial changes, it is hard to come up with new points to discuss about empathy.

    The OP presented his own experience and point of view. I believe the issue is that the playstyle of empathy should vary a lot for different people, so what the OP experienced may not apply to others. For example, some teams need more healing or even spamming heals, while some teams needs nothing but to kill faster. A general rule on how to use fortitude may not be appropriate for all situations. For example, scrappers and tankers are typical recipients of the buff. However, if they already have soft-capped defense, then it is probably better off giving the buff to somebody else.

    I would say a person who plays empathy well needs to know the game well: how other power sets works, and the tricks of the mobs. Then the player reacts correspondingly to adapt to the situation. I don't know if bacon joined the game recently or not. If yes, it is unfortunate that the first few posts in the forum is about empathy.
  19. Twilight_Snow

    Elec/Fire?

    If you started the character already, you can post your current or planned build, and let us give you some comments. You can tell us your budget as well.
  20. Looks good. If you want hurl, you can consider dropping punch. Jab and air superiority are good enough to fill your attack chain. You can cut a slot or two from unstoppable. 3 slots are already more than enough. You can then put the extra slots to hasten, for example.
  21. I think you shouldn't skip rise to the challenge, which is probably the set defining power. From your power choice, it seems like you are trying to optimize for defense. However, your slotting picks up more positional defense than typed defense. Willpower has typed defense, so it is more efficient to optimize typed instead of positional. I modified your build below.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(37), Numna-Heal/Rchg(37), S'fstPrt-ResDam/Def+(40)
    Level 2: Shadow Maul -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(13), Erad-Acc/Rchg(36), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/EndRdx(45), C'ngBlow-Acc/Rchg(50)
    Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(5), Numna-Heal/Rchg(5), Heal-I(36)
    Level 6: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(11)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Theft-Heal(17), Theft-Acc/Heal(43)
    Level 10: Swift -- Run-I(A)
    Level 12: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
    Level 14: Health -- Numna-Heal/EndRdx(A), Numna-Heal(15), Numna-Heal/Rchg(15)
    Level 16: Rise to the Challenge -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(17), DisWord-ToHitDeb/Rchg/EndRdx(23), Numna-Heal(23), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(48)
    Level 18: Dark Consumption -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg(19), Erad-Dmg/Rchg(19), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-EndMod(45)
    Level 20: Quick Recovery -- Efficacy-EndMod/Acc(A), Efficacy-EndMod(21), Efficacy-EndMod/Rchg(21)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 26: Soul Drain -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Dmg/Rchg(27), HO:Membr(43), HO:Membr(46), HO:Cyto(48)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(36)
    Level 30: Stamina -- Efficacy-EndMod/Acc(A), Efficacy-EndMod(31), Efficacy-EndMod/Rchg(31)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46)
    Level 38: Strength of Will -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 41: Focused Accuracy -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(42), HO:Cyto(42), HO:Cyto(42)
    Level 44: Physical Perfection -- RgnTis-Regen+(A)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run
  22. Quote:
    Originally Posted by Tac_Ops_Wolf View Post
    Thanks for the help Twilight, didn't really take into account the figures on Darkest Night.

    One concern though, there seems to be a lack of AoE without whirling axe (tentacles have be lined up since it's a cone which is annoying.)

    Also, I'm not sure how effectively I will tank without taunt.
    You know the idea of my posted build, and how I slot powers. I think you can make changes to either mine or yours. The to-hit debuff from darkest night is ~15%. So, you should try to raise at least your s/l defense to above 30%. Note that debuffs can be resisted based on the level and rank of the mob. I think AV can resist nearly 90% of the debuff. This shouldn't be a problem for ordinary missions. I suggest you to take strength of will to handle tough mobs. The good thing about strength of will is that the crash is very mild.

    For taunt and whirling axe, I don't really want to drop them. I try to fit build up and strength of will into your build, but I don't know what to give up. I think you've to make the choice yourself. Maybe superjump is not that essential as there are so many options to travel now. For soul tentacles, the damage is actually not bad. I agree that the cone is inconvenient. I use it myself, I think the cone is too narrow. I pick it instead of gloom just because it is a good set mule for more s/l defense. In terms of set bonus, gloom is better for e/ne defense.
  23. Quote:
    Originally Posted by Tac_Ops_Wolf View Post
    ever since hitting 50 I've constantly been told my players i regularly team with that I need the so called "softcap" on S/L defense (which I assume is 45%, maybe abit less since I have Rttc). So I've been trying to put together a build to reach that cap, I am currently farming x8 equal level (sometimes +1). Mainly council and circle.
    I think you need to pick and slot powers in a way that you may not really want to in order to cap s/l defense. And soft-capping defense may not be as tough as you think, because of defense debuffs. For willpower brutes, it is more convenient to run darkest night, which debuffs to-hit. It can stack with defense to effectively floor mob's to-hit if the debuff is not heavily resisted. However, if all you want is soft-capping s/l defense, it can be done.

    Quote:
    Originally Posted by Tac_Ops_Wolf View Post
    Main problems are 1) I'm crap with making my build. 2) My build's gonna cost too much even if it is appropriate.
    If you just want to focus on defense, you can cut the cost by not using LotG, and uniques like Numina. In my opinion, flooring mob's to-hit is already a great improvement in QoL. I made you a build below. The s/l/e/ne defense are in the high 30s. You can let darkest night do the rest of the job. If you want to reduce the cost further, you can replace the kinetic combat by smashing haymaker.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Yornoc: Level 50 Natural Brute
    Primary Power Set: Battle Axe
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Beheader -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(19)
    Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(3), Heal-I(3), S'fstPrt-ResDam/Def+(19)
    Level 2: Gash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(21)
    Level 4: Fast Healing -- Heal-I(A), Heal-I(5), Heal-I(5)
    Level 6: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 8: Swoop -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(36)
    Level 10: Indomitable Will -- S'dpty-Def/EndRdx(A), S'dpty-Def(11), S'dpty-Def/Rchg(21), S'dpty-Def/EndRdx/Rchg(43)
    Level 12: Combat Jumping -- DefBuff-I(A)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Rise to the Challenge -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(17), DisWord-ToHitDeb/Rchg/EndRdx(17), Dct'dW-Heal(25), Dct'dW-Heal/EndRdx(36), Dct'dW-Heal/EndRdx/Rchg(45)
    Level 18: Health -- Heal-I(A), Heal-I(23)
    Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(27), EndMod-I(27)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(29)
    Level 24: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31), RechRdx-I(31)
    Level 26: Cleave -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(34), Erad-Acc/Rchg(36), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Acc/Rchg(37)
    Level 28: Heightened Senses -- S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(40), S'dpty-Def/EndRdx/Rchg(40)
    Level 30: Super Jump -- Jump-I(A)
    Level 32: Pendulum -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(33), Erad-Acc/Rchg(33), C'ngBlow-Acc/Dmg(33), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Acc/Rchg(34)
    Level 35: Boxing -- Empty(A)
    Level 38: Strength of Will -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Darkest Night -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(45), DisWord-ToHitDeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(46), DarkWD-ToHitdeb/Rchg/EndRdx(46)
    Level 47: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48)
    Level 49: Weave -- S'dpty-Def(A), S'dpty-Def/EndRdx(50), S'dpty-Def/Rchg(50), S'dpty-Def/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run
  24. Quote:
    Originally Posted by Weatherby Goode View Post
    Is that what I smell? Cheap Tuna?
    Actually, I seldom browse the SoA forum. But I'm attracted by the tuna... I don't know you guys call Fortunata Tuna. /em giggle
  25. Quote:
    Originally Posted by Calaxprimal View Post
    Ok, I could use some help with my brute, he feels a bit squishy (although I have little to compare with and the time he felt squishy I was in a ITF +2/+2 with a no temp powers) and my current starting has my three toggles six slotted (I believe, my game is currently patching so I can't pull up my build to toss into mids).
    I believe Cimeroran's defense debuffs contribute to your problem. In particular, you're fighting +2.

    Quote:
    Originally Posted by Calaxprimal View Post
    Anyway, anyone willing to give me a basic build to look at? Travel power would be either flight or jumping (I'm guessing most builds will have jumping for CJ). Beyond that I can't think of much atm. I'll post my current build (which now that I think about it, is messed up a bit) later when I fill in the mids.
    I love flying melee toons, so I made you one with hover and fly. The main focus is to soft-cap s/l defense. I try to squeeze in some bonuses like +recharge to speed up dull pain, and e/ne defense. Hopefully, this can get you started.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Energy Melee
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(40)
    Level 1: Resist Physical Damage -- ResDam-I(A), ResDam-I(50)
    Level 2: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 6: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(9), Dct'dW-Heal/Rchg(9), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/EndRdx(11)
    Level 8: Whirling Hands -- Erad-Dmg(A), Erad-Acc/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Acc/Rchg(37)
    Level 10: Swift -- Flight-I(A)
    Level 12: Hover -- Srng-Fly(A), Srng-EndRdx(46), Srng-EndRdx/Fly(46), Flight-I(48)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 18: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
    Level 22: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(23), RechRdx-I(37)
    Level 24: Fly -- Flight-I(A)
    Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(43)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(29), HO:Cyto(29), AdjTgt-ToHit/EndRdx(50)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(31), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(33)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def(33), LkGmblr-EndRdx/Rchg(40)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/Rchg(36)
    Level 38: Unstoppable -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Resist Energies -- ResDam-I(A), ResDam-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run