Twilight_Snow

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  1. Quote:
    Originally Posted by troubledskyy View Post
    So, I went onto cohtitan via paragon wiki and asked around and a ton of people viewed the build but nobody responded. Guess nobody loves me
    Anyway, if anyone here has any suggestions I'd love to have them.
    We can answer here. After all, this section is for players to ask questions. However, you can get more professional response in the scrapper forum as suggested. I think you can ask a moderator to move this thread to the scrapper section.

    Quote:
    Originally Posted by troubledskyy View Post
    1. Will about 20% def (give or take a few %) to all but psi and smash (11%), 45% res to sm/l, 70% fire, 12% cold, 35% e/ne, 15% toxic, and no psi be enough to get by on if i'm doing about 2000 damage in 10 seconds? Keep in mind that I'll probably be spamming DA while I aggro mobs to bring them close to throw caltrops.
    I think it's ok. However, given the cost of your build, it can be done better. Divine avalanche grants you a buff on melee and lethal defense. As such, I think it is more efficient if you can optimize your build for positional defense, instead of typed defense. Also, I think your character will be tougher if you can soft-cap melee defense with the first application of divine avalanche. This way, you're soft capped the moment you rush into a spawn.

    Quote:
    Originally Posted by troubledskyy View Post
    2. Should I find a way to take weave as well? I don't know how well I'd be able to support the end, and I don't really want to get rid of any powers as of yet, so 5% def to all doesn't seem worth it.
    In my opinion, skippable powers in your build are burn, caltrops, and maybe fiery embrace (recharge is a bit long, and I always forget to click it), and rise of the phoenix. They are all fun to have. It's up to you whether weave is worth it or not. If you worry about endurance, it is probably more efficient to slot your attacks with more endurance reduction than to worry about toggles.

    Quote:
    Originally Posted by troubledskyy View Post
    3. Cold doesn't seem like a big deal in the enemy damage department, but will only having that low cold resistance be a problem? Should I skip on something else to take temp protection?
    Many people skip it, mostly because the fire resistance is pretty close to cap without it, and the cold resistance it offers is not really large. It does offer slow resistance. If you care about slow, you can use the Winter's gift slow resistance as a replacement.

    Quote:
    Originally Posted by troubledskyy View Post
    4. Is tough worth it? could I make do with 35% res to sm/l and save the end and the power slots and grab a couple extra fun powers? maybe Shuriken with a decimation proc and something else?
    Tough is usually recommended, in particular against hard-hitting mobs like bosses and AV.

    Your build focuses on defense. Keeping your goal, I re-slot your build below.

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

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Sting of the Wasp -- T'Death-Acc/Dmg(A), T'Death-Dam%(13), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(33)
    Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-EndRdx/Rchg(3), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam(5)
    Level 2: Flashing Steel -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(34), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(36)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal(37), Dct'dW-Rchg(37)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(9), GSFC-ToHit/EndRdx(9), GSFC-Build%(11)
    Level 8: Divine Avalanche -- DefBuff-I(A), DefBuff-I(15), C'ngImp-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg(19)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
    Level 22: The Lotus Drops -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39)
    Level 24: Plasma Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25), Aegis-EndRdx/Rchg(27), Aegis-ResDam/EndRdx/Rchg(27)
    Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
    Level 28: Burn -- Erad-Dmg(A), Erad-%Dam(33), Dmg-I(50)
    Level 30: Consume -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(31), Efficacy-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(31)
    Level 32: Golden Dragonfly -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(46), Sciroc-Dmg/Rchg(48), Sciroc-Acc/Rchg(48), Sciroc-Acc/Dmg/EndRdx(48)
    Level 35: Boxing -- Empty(A)
    Level 38: Blazing Aura -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(50), Sciroc-Acc/Dmg/EndRdx(50)
    Level 41: Tough -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(42), Aegis-EndRdx/Rchg(42), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(43), S'fstPrt-ResDam/Def+(43)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 47: Rise of the Phoenix -- RechRdx-I(A)
    Level 49: Fiery Embrace -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run
  2. Quote:
    Originally Posted by Alpha_A View Post
    Unless this post was saying that you've made your decision, I would go with Soul Tent. Although DN is nice on normal spawns, the time it takes to put the toggle up every mob would really bother me.

    I've never used Soul Tentacles, so I can't comment on how useful they would be, although a narrow, ranged cone is never too great on a melee toon. If you're using it solely for a set mule, though, I would go for it. An extra 3% defense will provide a noticeable boost to your survivability, and it's not dependent on a pesky toggle that is easy to forget during a fight.
    I use both soul tentacles and darkest night on my ElA brute. For soul tentacles, the cone is small. Very often, it can only hit one mob. It's a good set mule, but a pretty disappointing aoe attack. For darkest night, I think you need to use it, and see how you feel. For solo, I don't see there are much problems with a toggle. In fast teams, I think it is a little slow to open a fight with a toggle. Sometimes, mobs die too fast, and I may not bother toggling up darkest night again on another mob. Overall, I think darkest night has some practical issues to be used efficiently in teams for a brute, but it is ok if a character has the endurance to run it, and if one of your goals is to floor mob's to-hit chance without actually soft-capping defense.
  3. Twilight_Snow

    WP Def

    For a wp tank, it's not hard to soft-cap defense. Unlike scrappers, I don't think much sacrifice needs to be made. The build can be tweaked a bit such that all powers can be slotted better, but it's probably not a big deal. It is quite common for characters with super strength to slot powers a bit differently, because rage makes up for low accuracy and damage. It's up to Donna how the character should be slotted exactly, as there are always some personal choice in builds.
  4. Quote:
    Originally Posted by ClawsandEffect View Post
    A +Stealth IO gives you the same amount of stealth as Cloaking Device, that much is true. But, if you skip Claoking Device and want full invisibility you are forced into taking Super Speed. What if you don't want to take Super Speed? My Sonic/Devices is a hoverblaster, so Super Speed A) makes no sense, and B) is a wasted power pick for him because he spends 99% of the time in the air. If I were to take your advice, I would be left without any ability to toe-bomb because I'd lack the amount of stealth necessary to pull it off.
    Both sides have a point actually.

    Cloaking device is still useful for stacking stealth, thematic purpose, and for people who don't want to buy IO. Otherwise, it is true that an IO replaced a power.
  5. Quote:
    Originally Posted by Trice View Post
    I've been playing CoX for a long time but never really got guts to really post up on the forums that much. Now has come time for me to start askin for suggestions or builds for a brute I have. Right now I'm at lvl 45 and although what I do have slotted now she's a tough cookie aside from a head on collision of psi damage. Basically I'm posting up what I have slotted as of yet but wondering if I might be nerfing myself or goin in the wrong direction. My resistance is pretty high and dont know exactly what other route I might be able to take. Any suggestions or other builds would be welcome and appreciated since I dont see that many Inv brutes out there.
    Your build is ok. There is no unique way to build an inv brute. Some focus on defense (mainly s/l/e/ne), some on recharge, or a mix of these two things. Based on your build, I finish your build with a focus on s/l defense and recharge. You can tweak it for higher e/ne defense if you like.

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

    Click this DataLink to open the build!

    Sturdy Rock: Level 50 Natural Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Stone Fist -- 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(7)
    Level 1: Resist Physical Damage -- ResDam-I(A), ResDam-I(7)
    Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam/Rchg(11)
    Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
    Level 6: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(19)
    Level 8: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(11)
    Level 10: Swift -- Run-I(A)
    Level 12: Fault -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(19), Stpfy-Acc/Stun/Rchg(21), Stpfy-Acc/EndRdx(21), Stpfy-Stun/Rng(23), FrcFbk-Rechg%(48)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23), RgnTis-Regen+(42)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 18: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(31)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam(33), RctvArm-EndRdx(33), S'fstPrt-ResDam/Def+(46)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(34)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(37), HO:Cyto(39)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    Level 35: Tremor -- Oblit-Dmg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), LkGmblr-Def(40)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(45)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
    Level 47: Resist Energies -- ResDam-I(A), ResDam-I(48)
    Level 49: Resist Elements -- ResDam-I(A), ResDam-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 1: Fury
    Level 6: Ninja Run
  6. It's stronger to stack DN on top of defense for ordinary spawns, and ElA has the endurance to run it. For AV, as mentioned, the debuff is heavily resisted, then you might need inspirations. The final decision depends on your build, for example whether you have enough slots for DN or not.
  7. There was an old thread last year about this issue. I'm not sure if it is still relevant, but you can take a look.
  8. Twilight_Snow

    WP Def

    I have a wp tank that soft-cap typed defense except psionic. I went to Cimerora and grab a "newspaper" mission. The mission was set to +2/x8 with bosses. If I remember correctly, my tank dropped after like 20 or 30 seconds. Obviously, Dechs Kaison's DA tank is much better as it can fight against +4. I tried the mission again with strength of will, then I did ok. I do ok tanking in ITF. It's different to tank in a full team compared to soloing x8 with bosses. In a team, mobs may die quickly, and there are many things going on like buffs, debuffs, and controls.

    For your build, I think you need a second build for pve. I don't think you need to change a lot. You can just shift the slots from superspeed, combat jumping, and maybe a couple slots from fast healing as well to jab and boxing. By slotting jab and boxing with kinetic combat, your s/l defense can be soft-capped. You can also change your slotting of mind over body to reactive armor, then your e/ne defense can be soft-capped too.
  9. Quote:
    Originally Posted by Canadian_Stars View Post
    Hi all, thanks for your time in looking at this. I'm looking at doing a complete rebuild of my DM/EA Brute for when GR goes live. This is what I have come up with. If anyone has any suggestions I would love to hear them. Thank you.
    For your power choice, I bet you hate energy cloak because of the stealth. It's ok to soft-cap defense without it, so it's not too big a deal. I would drop dark consumption, and pick midnight grasp instead. Energy drain can already take care of your endurance. And I think dark consumption takes too long to recharge to be used as an aoe attack routinely.

    For your slotting, there are various places that can be done better. I'll mention a few things. I re-slot your build below, so you can take a look in detail. For your resistance passives, I would just 3-slot them with Aegis. The 4-th Aegis only gives debt protection, which I think is not very useful. I think you over-slot combat jumping. The bonuses from LotG are nice, but I think you gain more by putting the slots elsewhere. You can use eradiation for pbaoe attacks like shadow maul and soul drain, which can help you to soft-cap energy defense. Lastly, you probably want to slot darkest night better for endurance reduction, for example.

    Keeping most of your power choices, I re-slot your build below.

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

    Click this DataLink to open the build!

    Furygorn: Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Energy Aura
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/EndRdx/Rchg(40)
    Level 1: Kinetic Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(9), LkGmblr-Rchg+(37)
    Level 2: Shadow Maul -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(5), Erad-Acc/Rchg(9), C'ngBlow-Acc/Dmg(13), C'ngBlow-Dmg/EndRdx(19), C'ngBlow-Acc/Rchg(34)
    Level 4: Dampening Field -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(5), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(17)
    Level 6: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 8: Power Shield -- LkGmblr-Def(A), LkGmblr-Rchg+(13), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(37)
    Level 10: Swift -- Run-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(19), Nictus-Heal(23), Nictus-Acc/Heal(37)
    Level 16: Entropy Shield -- EndRdx-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(23)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(25), Aegis-EndRdx/Rchg(25), Aegis-ResDam/EndRdx/Rchg(27), Aegis-ResDam(27)
    Level 26: Soul Drain -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg(31), Erad-Acc/Dmg/EndRdx/Rchg(34), C'ngBlow-Dmg/EndRdx(36), HO:Membr(36), HO:Membr(42)
    Level 28: Energy Drain -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Heal/EndRdx/Rchg(29), Efficacy-EndMod(31), Efficacy-EndMod/Rchg(39), P'Shift-EndMod/Rchg(40)
    Level 30: Super Jump -- Jump-I(A)
    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(43)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(42)
    Level 38: Energy Protection -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39)
    Level 41: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(46)
    Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(45), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45), EndRdx-I(46)
    Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Taunt -- Taunt-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run
  10. I think the build is ok as it is. I bet you won't use boxing. Maybe you can take the slots from boxing and put them to taunt, which gives pretty good bonus. I would shift the slots from grounded to somewhere else. However, it's also ok to get the hp bonus if you like. I would slot lightning field and tremor slightly differently as well. If you can spare a couple slots from somewhere, lightning field can be slotted for end drain in addition to damage.

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

    Click this DataLink to open the build!

    Evangaline: Level 50 Natural Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Stone Melee
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(11), TtmC'tng-EndRdx(40), ResDam-I(40)
    Level 1: Stone Fist -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
    Level 2: Conductive Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(17), TtmC'tng-EndRdx(42), ResDam-I(42)
    Level 4: Heavy Mallet -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9), Acc-I(50)
    Level 6: Swift -- Run-I(A)
    Level 8: Static Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(11), TtmC'tng-EndRdx(34), ResDam-I(37)
    Level 10: Grounded -- ResDam-I(A)
    Level 12: Air Superiority -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15), Acc-I(17)
    Level 14: Health -- Heal-I(A)
    Level 16: Energize -- RgnTis-Heal/Rchg(A), H'zdH-Heal/Rchg(19), Dct'dW-Heal/Rchg(19), Tr'ge-Heal/Rchg(21)
    Level 18: Fly -- Flight-I(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(33), P'Shift-End%(34)
    Level 22: Fault -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(23), Stpfy-Stun/Rng(25), Stpfy-Acc/Stun/Rchg(25)
    Level 24: Lightning Field -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(27), Sciroc-Dmg/EndRdx(27), Sciroc-Acc/Dmg/EndRdx(31)
    Level 26: Lightning Reflexes -- Run-I(A)
    Level 28: Hurl Boulder -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
    Level 30: Power Sink -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod(33), P'Shift-Acc/Rchg(34)
    Level 32: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(46), AdjTgt-Rchg(46)
    Level 35: Tremor -- Erad-Dmg/Rchg(A), Erad-Acc/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Acc/Dmg/Rchg(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx(37)
    Level 38: Seismic Smash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40), Acc-I(46)
    Level 41: Taunt -- Mocking-Taunt(A), Mocking-Rchg(42), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(45)
    Level 44: Boxing -- Empty(A)
    Level 47: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(48), TtmC'tng-EndRdx(48), ResDam-I(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 1: Ninja Run
  11. Looks ok. Right now, your build still has a lot of generic IOs. Hopefully, you can continue working on it till it is completely optimized by IO sets.

    For now, I think you can replace one of the recharge reduction IOs by an endurance reduction IO in active defense. With generic IO, I don't think you need to 3-slot combat jumping with defense, unless they are place-holders for IO sets later. If you grab some IO set defense bonus, I think you can get rid of maneuvers.
  12. I think it's ok. The first 3 attacks are a little under-slotted, and health is not slotted. I would swap the slotting of combat jumping and indomitable will. Since you take the leadership power pool, you can take tactics instead of focused accuracy.
  13. Quote:
    Originally Posted by protector_knight View Post
    The reason for ToD in the attacks, was a 3 fold option of 28 hp, 2.5% dmg, and the 1.8% S/L def.

    That and Kinetic combat is so blumming expensive. Last I looked one was selling for over 120 million. I generally only get about 15 hours a week to play, so this build is quite high end for the time it will take to finish the build.

    Kin combat, all those squshies like to use to make them soft capped, and gods.
    You can consider smashing haymaker. It also offers 1.8% s/l defense. The hp bonus is lower, and I don't think 2.5% damage is a big deal. This way, you can save 1 or 2 slots from each attack.
  14. I think it makes sense for axe to debuff defense. Since axe already has a theme for secondary effect (kd and ku), I don't think it's appropriate to add defense debuff to all the attacks. I think it is ok to add defense debuff to gash or cleave, for example. Both attacks imply deep cuts that can potentially have the effect of defense debuff.

    Quote:
    Originally Posted by Tank_Washington View Post
    Which would make them the two most powerful weapon attacks in the game. Axe is already balanced with all the Tanker secondaries, so to add either -res or -def you would have to add it to all the Tank sets, which might happen someday, but it would be ridiculously unbalanced to ad it solely to BA.
    Actually, most people don't care about a few percent of defense debuff. I doubt that people notice the secondary effect even. I don't see how that little defense debuff on an attack or two for a few seconds can make the powers or even a power set suddenly become overpowered, and all the other power sets need to be adjusted. Also, the -def is a theme for lethal weapons, it shouldn't be added to all the tanker's sets.

    In my opinion, battle axe is fine as it is, and it has its own secondary effects designed for it. I don't think the power set needs the extra defense debuff, however it is also thematic to have it. And I don't think it is overpowering to add it to one attack or two. It is exaggerating to say that the addition would make the power set ridiculously unbalanced.
  15. For your power choice, I think you can try an attack chain that includes jab, and skip punch. This way, you won't paste a power. With rage, I think your attacks are accurate enough. Unless you want resistance against to-hit debuff, I think you can skip focused accuracy. Also, see if you can include strength of will into your build.

    For your slotting, willpower uses typed defense. So, you should try to use IO sets which offer higher typed defense bonus to stack with your toggles, instead of going for positional defense bonus. For example, you should use kinetic combat in your attacks rather than touch of death.
  16. Quote:
    Originally Posted by parabola_EU View Post
    I'm fancying mace as a primary as it fits the concept well enough and I've heard good things about it since it got buffed. Secondary wise I'm a bit torn between fire and elec (looks and am bored with def sets). I understand elec is generally viewed as the better set but also there is some mention of fire getting a polish with the buff cloth (in the 'Castle sez oh noes shield bash is teh broken' thread).

    Without knowing what or when a buff is likely to be I guess the sensible thing is to look at what they are like now. Would I regret fire? Does mace have enough mitigation to cover for the holes? How much better is elec? I'm not looking to tank for a team - just want to be able to crank the mobs up solo and go to town with aoe.
    The resistance of ElA is a bit higher overall. ElA has psionic resistance, but with a toxic hole (the god mode has toxic resistance though). FA has some toxic resistance through healing flame, but with a psionic hole. FA makes up for the lower resistance with a very fast recharging heal. ElA has better endurance management because power sink recharges quickly, and it has end drain resistance. FA has consume, but it recharges a bit too slowly.

    I think you should make a build for both ElA and FA, and see which one you like most. You probably want to take most of the powers in ElA, so you can't take other things after fitness, fighting, and travel powers. For FA, it's ok to skip 3 or 4 powers, then you have more freedom to go deep into the patron power pool, for example.

    I think ElA is slightly more well-rounded. The choice depends pretty much on how you build them. Mace provides some mitigation, which helps a bit, but I won't rely on it.

    Quote:
    Originally Posted by parabola_EU View Post
    I should also mention that I'm broke on redside but I guess that's not going to matter in a month or so. Also performance all the way through is important - if it's not fun at pretty much all levels it'll end up shelved.
    There is usually a huge leap in performance after using IO sets. Before that, you may feel that brutes are a bit squishy in general if you want to crank the mobs up solo without support. I afraid you may shelf many brutes before they mature. Usually, brutes with some tricks in their sleeves, or those with scaling defense (like invulnerability or willpower) will do a bit better on their way to 50.
  17. Quote:
    Originally Posted by VoodooGirl View Post
    So, what can be done to make supergroups a useful part of the game again? I know some people will disagree with that statement, depending on the server you're on, but right now they don't serve a necessary part of the game (and some would argue they don't have to). Still, they should add something to the game and an add an additional layer of game play.

    Right now, I just feel supergroups are there and don't add much to the gameplay experience other than a pool of people to play with; there's no added gameplay with being involved in one.
    The current situation is both good and bad. The good thing is that a player doesn't need a supergroup, because some players prefer to solo or join pug. If supergroups were necessary or players would be gimped in some way, some people would complain in the forum that the supergroups were necessary. Now, people complain that it is unnecessary. Either way, there are people complaining. I think the difficult part is how to make supergroups unnecessary, while people still think that it is good to have and worth the time to join one.

    Right now, I think supergroups mainly serve the purpose of pulling people together with a particular theme, and for roleplaying. So, it's some kind of social network. The supergroup base probably makes the gameplay more immersive. Many replies here focus on the functionalities of the supergroup base. I guess the supergroup base can do a bit more.
  18. Twilight_Snow

    SS/ElA

    Quote:
    Originally Posted by Acehilator View Post
    @Twillight Snow: Could you please post the code for that build? Datalink does not work somehow
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1401;694;1388;HEX;|
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    |DE76BA54A312C2FABA5E2A64B6F8E79732BBAD108CA4BB6A6F5FDF84AAD54489915|
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    |6088C56109B3B4B14458A22C31965E96372CCD3FFC1EEC96|
    |-------------------------------------------------------------------|
    Quote:
    Originally Posted by Acehilator View Post
    @Chrome Family: That build looks terrible o.O

    +Recovery Procs when you have Stamina + Energize + Powersink?
    Not even two slots for sets in Combat Jumping, Super Jump and Stamina?
    No FF +Recharge Proc in Footstomp?
    No +Chance for Knockdown in Ball Lightning?
    Mu Lightning instead of Elec Fences when you already have too many ST attacks to begin with?
    Four slotted Brawl as a set mule? Really?
    Chrome's build looks pretty ok to me, maybe it's better to give up some s/l defense such that the build can be more well-rounded. I think Ethical's build (mine is just to tweak his build) is more daring, as the build skips stamina. Most of the things you mentioned are related to the build's focus on s/l defense, and there are not enough slots to do other things that you mentioned.
  19. Looks good. The datalink in your post doesn't work. Below is the data chunk for your build. You can take both cloak of fear and oppressive gloom on your way to level 50, and see which power you like most. You can respec later to pick one of them.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1413;723;1446;HEX;|
    |78DA9D93DB6E12511486F7C020504EA5B440694BE949CAB16D8C89870B2356939A6|
    |2B035BD52C9948EED285264E8C953AAD7BDD007F0D677305EF91EBE8046EF4D3CE0|
    |5AEB9F72E39D13F83F66EF7FAFF5EFD94CF57039A8D4F115A585AF350DDBAEAF373|
    |A46BB6D763C5563DB6A782B7B56732B73CEAB944A9D4ED5AB66D334CBCB7B46B35E|
    |691A5BA63DD69F5A361F982D9B268DCEA3FAD5CEE3DD4E74A5B56376CC56B77CFA2|
    |358DBDD6D966F58DD9669DB21E7667BA76BB5B631B56A1A6DBA89CACD4A6BDFB2AD|
    |4DAB69758FA2D7DB56A35CD9DD3AAA570DBB6B768E92142C47DF679C50AE9EAE6A8|
    |469E5BA0DAC09F475E0216149E5D8AE89DDADA6E947569D49039302DF94204F3ECD|
    |F1694F64A9AF2B1838009E0A0AE4733B3E37EA05512F887A61D47B413E0F627A3C3|
    |F5DBC34FC4B30F81BF82318EA01CACD7849ABBC12B7A77BB1B9616C6E189B8B6373|
    |716CAE4876BF13C68F30498449224C0A61CE902F009F0ACCCB522F0D8530A485363|
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    |A65551E758A2489E41F20C9267907C0AC97D648FA1BD2B76228F60EA0DF0565026C|
    |388B3B5119F349CD1013FE01568E44BA0AF3B81BEB3E83B8BBEB3E8FB8A7CA34EBE|
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    |196304B84659025C6926279C7D2FB0B3759F2E1|
    |-------------------------------------------------------------------|
  20. Twilight_Snow

    Spines/Regen

    It looks pretty good. With dull pain and accolades, the build is pretty close to the hp cap already. So, you're not getting some of the IO set hp bonus, for example from 3-slotting Numina and LotG. It's probably no big deal, as long as you're aware of it. Maybe you can use the regenerative tissue unique in health instead of the Miracle one, because your recovery is high enough, I think. There are a couple minor subjective things like your 6th slots in impale and throw spines, maybe there are somewhere better that the slots can go to, and whether you need to slot for resistance in MoG.

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

    Click this DataLink to open the build!

    Phantom Phantastic (respec): Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Regeneration
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting

    Hero Profile:
    Level 1: Lunge -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dmg/Rchg(40), T'Death-Dam%(45)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(19), Heal-I(34)
    Level 2: Reconstruction -- Dct'dW-Heal/Rchg(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Rchg(13), Dct'dW-Heal(15)
    Level 4: Spine Burst -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Acc/Dmg/Rchg(7), Oblit-Dmg/Rchg(31), Oblit-Dmg(39), Oblit-%Dam(46)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(31), Decim-Dmg/Rchg(37)
    Level 10: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Rchg(13), Dct'dW-Heal(15)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Integration -- HO:Golgi(A), Numna-Heal/EndRdx(17), Numna-Heal(17)
    Level 18: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(19), EndMod-I(40)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
    Level 22: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(23), M'Strk-Dmg/EndRdx/Rchg(34), M'Strk-Acc/EndRdx(37), M'Strk-Dmg/Rchg(45)
    Level 24: Build Up -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-ToHit/EndRdx(48), GSFC-ToHit(50), GSFC-Build%(50)
    Level 26: Ripper -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Acc/Dmg/Rchg(27), Oblit-Dmg/Rchg(31), Oblit-Dmg(37), Oblit-%Dam(46)
    Level 28: Instant Healing -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(43)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dam%(34)
    Level 35: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(36), TtmC'tng-ResDam/EndRdx/Rchg(36), TtmC'tng-EndRdx(36), TtmC'tng-ResDam/Rchg(43), TtmC'tng-EndRdx/Rchg(50)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Health -- RgnTis-Regen+(A), Numna-Heal(42), Numna-Heal/EndRdx(42)
    Level 44: Stamina -- P'Shift-EndMod(A), P'Shift-End%(45), EndMod-I(46)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), HO:Cyto(48)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 6: Ninja Run
  21. Twilight_Snow

    SS/ElA

    Quote:
    Originally Posted by Ethical View Post
    I was just wondering what i should be shooting for in ElA. Here is my build.
    For ElA, I think the focus for IO set bonus is defense (mainly s/l or melee, and e/ne as well if possible), and +recharge such that energize recharges faster. For builds that focus mainly on defense, one can also consider taking darkest night because ElA has the endurance to run it.

    For your build, I think it is ok. The net recovery is pretty low. If you take into account the endurance crash from hasten and rage, it might be problematic. The build relies pretty much on the endurance discount from energize and power sink. I think it is ok as power sink recharges fast enough. I have EA and ElA brutes with pretty low net recovery too. You might want to work on the accolades that increase max end.

    Below, I modified your build slightly. The build keeps the purples that you want to use, and has slightly higher s/l defense. I changed some of the slotting. For example, lightning field can be slotted for both damage and endurance drain. Power surge can be slotted for some IO bonus. In my build, I swap out super jump for taunt, as the taunt IO set gives pretty good bonus. You can put super jump back in if you like, and use the slots somewhere else, for example the attacks are a little under-slotted.

    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: Super Strength
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
    Level 14: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(29), Zinger-Taunt/Rchg/Rng(33), Zinger-Acc/Rchg(33), Zinger-Taunt/Rng(33), Zinger-Dam%(34)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(19), HO:Membr(19)
    Level 20: Lightning Reflexes -- Run-I(A)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25), Mrcl-Heal(25)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(40)
    Level 30: Lightning Field -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(31), Efficacy-EndMod(31), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx(46), C'ngBlow-Dmg/EndRdx(46)
    Level 32: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(34), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Acc/Rchg(36), Armgdn-Dmg/EndRdx(36), FrcFbk-Rechg%(36)
    Level 35: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod(40), RechRdx-I(43)
    Level 38: Power Surge -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
    Level 41: Electrifying Fences -- 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: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
    Level 47: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50), LkGmblr-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
  22. Quote:
    Originally Posted by Silencer7 View Post
    I'm also a bit of a heathen in that I don't particularly see the use of softcapping your aoe defense. Not that you should ignore it, but I wouldn't bend over backwards as you have done to softcap it. You don't get hit with aoe that often or that hard, and when you do, it's often actually untyped damage that your defense doesn't help against anyway.
    I don't think it's really hard to soft-cap defense. What makes it difficult is that Malor wants other bonus like +recharge. Otherwise, various powers can be slotted differently for defense bonus.

    Quote:
    Originally Posted by Malor View Post
    Enzymes can do both Defense and Debuff resist.
    I saw that enzymes works in Mid. The main thing is to make sure that it works in game though. Since the enzyme is designed for defense debuff, it enhances 33% instead of the typical 20%, I'm not sure if it is intended to be slotted in defense powers. I bet it probably works in-game, hope that this won't be fixed soon.
  23. Twilight_Snow

    Ma/inv

    Quote:
    Originally Posted by Tritonin View Post
    I've made a few more modifications to the build. Let me know what you think about this one.
    You used the reactive armor IO set 6 times. So, the last set is not giving you the bonus. I would slot some of the powers differently. 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 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Invulnerability
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(9), S'ngH'mkr-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(43)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), ResDam-I(7), ResDam-I(25)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/Rchg(7)
    Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(42), Dct'dW-Rchg(42)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(40)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Crane Kick -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(11), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(43)
    Level 12: Focus Chi -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(13), RechRdx-I(39)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39), Mrcl-Heal(42)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 18: Crippling Axe Kick -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(19), S'ngH'mkr-Dmg/Rchg(21), S'ngH'mkr-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(46)
    Level 20: Super Speed -- QckFt-EndRdx/RunSpd(A)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), P'Shift-EndMod/Acc(37), P'Shift-EndMod/Rchg(40)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Dragon's Tail -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Acc/Dmg/Rchg(34), M'Strk-Dmg/EndRdx(37)
    Level 28: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(31), RedFtn-EndRdx(43)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(33)
    Level 32: Eagles Claw -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(33), S'ngH'mkr-Dmg/Rchg(33), S'ngH'mkr-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(46)
    Level 35: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def/Rchg(36), RedFtn-EndRdx(45)
    Level 38: Tough Hide -- GftotA-Def/Rchg(A), GftotA-Def(39), DefBuff-I(40)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod/Acc(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46)
    Level 47: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48)
    Level 49: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run
  24. Quote:
    Originally Posted by Malor View Post
    I want to see what everyone has to say about this build I'm working with atm.

    the Defense Debuff Resist is at 71%, Accuracy is at +60%

    I've never had any focus on Accuracy before or even know if its worth Increasing like I did.
    After soft-capping defense, I think it's up to you what bonus you want. With rage, I think your character can be stronger by focusing on other bonus than accuracy.

    The build looks ok. I would move some slots and see if electrifying fences can be slotted better. I'm wondering about the enzyme HO in combat jumping and battle agility. I thought that enzyme is supposed to enhance debuffs.
  25. You can consider typed defense instead of positional defense. Then you don't need to 6 slot so many powers. I slot your build differently below. The s/l defense is around 30%, and not as high as your melee defense in the high 30s, but I also make my e/ne at around 30%.

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

    Click this DataLink to open the build!

    La Rose Sauvage: Level 50 Mutation Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- 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)
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx(9)
    Level 2: Spine Burst -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(11), Erad-Acc/Rchg(11), C'ngBlow-Acc/Dmg(13), C'ngBlow-Dmg/EndRdx(13), C'ngBlow-Acc/Rchg(31)
    Level 4: Death Shroud -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(15), Sciroc-Dmg/EndRdx(15), Sciroc-Acc/Dmg/EndRdx(17)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Impale -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(9), Decim-Dmg/Rchg(19), Decim-Dmg/EndRdx(19), Decim-Acc/Dmg(21)
    Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx(50)
    Level 12: Combat Jumping -- Krma-ResKB(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
    Level 16: Dark Regeneration -- Theft-+End%(A), H'zdH-Heal/EndRdx/Rchg(29), Nictus-Acc/EndRdx/Heal/HP/Regen(29), Nictus-Acc/EndRdx/Rchg(31), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(43)
    Level 18: Quills -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(33), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg/EndRdx(36)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(34), P'Shift-EndMod/Rchg(36)
    Level 22: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(37), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 24: Cloak of Darkness -- GftotA-Def/EndRdx(A), GftotA-Run+(25), GftotA-Def/EndRdx/Rchg(25), GftotA-Def(31)
    Level 26: Ripper -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(27), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Rchg(33), M'Strk-Dmg/EndRdx(43)
    Level 28: Cloak of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(34), SipInsght-Acc/Rchg(36), SipInsght-ToHitDeb/EndRdx/Rchg(40), SipInsght-Acc/EndRdx/Rchg(46), EndRdx-I(46)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(45)
    Level 35: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(39), RctvArm-EndRdx(43), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/EndRdx/Rchg(48)
    Level 38: Weave -- GftotA-Def/EndRdx/Rchg(A), GftotA-Def(39), GftotA-Def/EndRdx(40), GftotA-Run+(40)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), EndMod-I(45), EndMod-I(48)
    Level 47: Super Jump -- Zephyr-ResKB(A)
    Level 49: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 6: Ninja Run