Unthing

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  1. [ QUOTE ]

    Any way gratz mate well done Im going to go for it next week put up a post or some thing about it later.

    [/ QUOTE ]

    Well if you need some help either tanking, or from any of my other alt ( Booster looks like he may well be next hero alt ) I'll be happy to help!
  2. Thanks mate!

    The highlight of the day was a civilian mentioning that I put Atta behind bars whilst I was leveling up in Atlas! ( I did Atta earlier in the evening when trying to work out what Story Arcs were currently open ).

    I'd like to thank the 1AT Coalition for their help in the last 26 levels, especially Doulos, Standoff, Rock Eagle and many members of the Precision Rangers who provided much needed firepower in my missions. I'd also like to thank Centurion One and the now absent Cosmic Avenger who I spent most of my pre 1AT Coalition time teaming with. Last but not least I'd like to thank the members of the Armoured Core for general tanky discussions and occasional teaming despite the fact that none of them seem to have as much prestige as me.

    Highlights of the 50 levels were
    1. My first use of Invincibility ( held aggro on 2 spawns on Sky Raiders and faceplanted after 5 minutes and running out of end ).
    2. The Eden Trial, attempted twice in 1 day, succeeded the second time.
    3. Failing miserably at PvP in S4.
    4. The constant AV run in the 40s.
    5. Managing to outtank a Stone tank in Granite Armour in I5 against a 'death room' full of purple Paragon Protectors. Bugged Invincibility was awesome.

    279 hours played. 50 levels gained.
  3. More hijack

    Just logged in and found I have a hollows story Arc open!!!!

    I reckon I may do rescue states when I'm 50, but it looks more and more likely that I'll ding tonight
  4. [ QUOTE ]

    I was more just looking to see which power would be more nessacery, And taking from the above comments it looks like Stamina is the favourite.

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    Rage adds a significant bonus to damage ( about 80% of base damage ) and also adds a to hit buff in the region of 20-25%. I run Perma-Rage with no accuracies in my attacks on my Brute and I hit around 80% of the time on the hardest difficulty. You are likely to fare better because Invincibility also gives a to hit buff. Ideal slotting is 3x recharge and 3x to hit buffs, I haven't got the to hit buffs yet on my brute.

    Tough Hide adds a moderate amount of extra defence, it would be a worthless power if you didn't already have invincibility. However combined it is good.
  5. Hmmm, I think you've pretty much got your next 3 powers chosen then.

    The question is which order.... I always get stamina at 20, it is well worth it.

    What I would get first depends on how your endurance management is.
    If you were happy with your endurance I would get Tough Hide, Stamina and then Rage.

    If you are not happy and keep running out of endurance I would go Stamina first. Then get Rage or Tough Hide, depending on whether you want more offence or more defence.

    I am assuming you have Temp Invulnerability, Unyielding, Dull Pain and Invincibility already...
  6. Unthing

    Weave / SR query

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    It's highly amusing that combat jumping is about as effective as the 4th power in the fighting pool, while using a tiny fraction of the end

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    But you can get both... and stack them ... for a game breaking 9% def ( 3 slotted )* . Or you can get Hover and Maneuvers too for a whopping 16.8 def and the inability to move quickly and have very little endurance for anything else due to having used all 4 power pools!

    * I did this on my tank, for tanks it is 10.6% def.
  7. Doomsayer, you were my sidekick in the incredibly tank heavy Malaise team last night... I wasn't being a very good mentor.

    As I figured in a half tank team everyone was covered and it was late, I was mostly zooming around rushing the grey enemies and melting them.

    The base stuff is a bit overrated in my opinion, they made it all too expensive. However I was impressed with the base, it looks nice, especially as it has a nice relax area.
  8. I'll be on as GG for the next 2 nights. I suspect that will be how long it will take to get to 50.
  9. Unthing

    Weave / SR query

    Weave is 3.25% defence against all damage types but Psi and Melee and Ranged positions. It may have AoE too, I'll have to check.

    This means it stacks with SR fine. The real question is whether it is actually worthwhile, this gives you about 32% defence, rather than the 27ish you get with just the SR powers.

    If you want more survivability, I've heard that Aid Self is good bet for a SR scrapper, you can get a 33% heal every 10 seconds depending on slotting, someone was raving about it a week or 2 ago.
  10. Acrobatics is mag 1 hold and Unyielding is mag 3-6 ish I'd guess, but it works for Holds, Disorient, Immobs and Sleeps.

    Combat Jumping is useful for 3 reasons,
    1) greater combat mobility
    2) immob protection
    3) small stackable def bonus.

    For an inv you can use 1 and 3, unyielding makes the immob resist mostly pointless. The def bonus is only useful for high defence builds, so if you have invincibility and tough hide running it will make a difference when you are surrounded. For this reason my tank has both Comabt Jumping and Weave.
    My brute ( Fire secondary ) has Combat Jumping for reasons 1 and 2, small defence is useless if you have no other defence.

    However if you don't use the extra combat mobility it does become a less good power.
  11. Well I was just looking on nofuture.co.org and realised that I haven't rescued Stateman yet, which seems weird as I have done all of the AVs, many of them my own and Maria Jenkins has stopped giving me missions. So I guess a pitstop of old contacts is in order to clear out storylines.

    I'm not planning to ding tonight, but I'll send tells when I get to 49.9. I reckon Wednesday is more likely.
  12. I could use any natural ones you have. So the Damage would be great!

    I won't be on until later tonight, onwards with the push towards 50.
  13. Maneuvers from the Leadership Pool gives 2.5% defence and costs more than Weave to run.

    If you have Combat Jumping already and are fighting even level enemies, they are currently hitting 47.5% of the time.

    If you add a 3 slotted Weave to this they will hit about 40.75% of the time. So it means that with Weave you take 85% of the damage without Weave.

    As higher level enemies get more accurate, against +2 you are looking at around 88% of the damage and +4s it is something like 90% of the damages you would take without weave.

    So this means you can last 10% longer in theory against most enemies, if endurance isn't a problem that is probably worthwhile, but for most it is and Weave is quite an expensive toggle.
  14. I have Weave on my Tank and I rate it. However it has a base defence of 4.33% for a tanker. That's not very much, 6.75% when 3 slotted. For a Brute it is 3.25% base, which means about 5% defence 3 slotted. Also it is more expensive to run than your Fire Armours, such as Fire Shield.

    The reason I like it for my tank is that it stacks with his other defensive powers, Tough Hide, Invincibility and Combat Jumping to provide a reasonable base defence. However Fire Brutes don't get defence in their powers so you have nothing to stack it with ( except perhaps Combat Jumping for around 10% defence ).

    I wouldn't imagine that it will make your Brute much less squishy.
  15. Gratz Standoff, I was hoping to level about the same time as you, but looks like I'll be dinging later in the week.
  16. [ QUOTE ]
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    More toggles = more end use = more end reducer slotted
    Less toggles = less end use = less end reducers / more recharges slotted

    [/ QUOTE ]

    no i got ya still i wasnt really that much in reply to you, just your post has got me thinking about what is commonly accepted good slotting when it comes to end reducers i need to look at how i play, my attack chains and ask myself whats good slotting for me.

    [/ QUOTE ]

    I had a cunning plan on my Brute for working out where to put end reducers.

    I ran a mission, with Herostats on and at the end of the mission put the number of times in that mission I used each attack power into a spreadsheet, I then got the end cost from CoH Builder and worked out, in the duration of the mission which my most end hungry powers are ( including toggles ). The theory is to slot the end hungriest ones for end reduction. I was suprised that most attacks ( slotted for 1 end reduction ) were around the same cost as the 2 Fire Shields. I thought they would be way over.
  17. You missed out Unyielding, that's a must have power as it gives you your status protection.

    For slotting attack, 3 slots is what I have on mine, however I haven't worked out what to do with them, currently I'm doing 2 Dam, 1xEnd with Perma-Rage on, however I feel I'm not quite hitting enough.

    Personally I would 6 slot Knockout Blow and 4 or 5 slot Haymaker. Both liberally sprinkled with end reducers and recharge reducers.

    Putting an end red in Combat Jumping is a waste of a slot, it has almost no running cost. Similarly Super Jump does not need an end red in it, you will never be fighting with it on, so don't waste the slot.

    Hurl isn't worth 5 slots, it has a long animation time and only does as much damage as Haymaker. Put the slots in Haymaker or Knockout blow instead.
  18. [ QUOTE ]
    [ QUOTE ]
    I wouldn't have got it if I didn't think Weave was worth it too. It is a trade off between slightly better defences and worse endurance. More Endurance can be equated with offence, even if it is just that you can swap a endurance reducer for recharge in the best attacks.

    [/ QUOTE ]

    until i7 defence is unscaleable i have a super reflex so i valued resists/defence through feel and the fact you cant really measure how often you are not hit.

    If you add a endurance enhancer and lose a recharge you lose on a use of an attack over time (less offence) or add a recharge and lose an endurance enhancer you can lose use of any attacks over time (less offence) but hopefully they are all dead by then.

    [/ QUOTE ]
    When I read this I realised how unclear my post was. I meant to say something like this

    More toggles = more end use = more end reducer slotted
    Less toggles = less end use = less end reducers / more recharges slotted

    So taking the fighting pool = less offensive build. I know that if I didn't have the fighting pool I would have at least 5-6 extra slots to put into my powers which could be devoted to attacks. I probably would also have an extra attack too. It is the balance of defences vs damage, I went for defences because I always team with blasters.

    [ QUOTE ]
    My point being in every strength lies a weakness and i often wonder if what looks like bad slotting is in actual fact good slotting.

    [/ QUOTE ]
    The whole experience of playing a Brute completely changed my ideas on slotting. This is an AT about damage where slotting damage is not always the best way to do more damage due to Fury. Adding the Rage power to the mix and it starts getting really confusing.
  19. Speed Pool:
    Flurry, poor attack, not status effect, not worth it.
    Hasten, great power, whilst active all your powers recharge faster, so you can have Build Up and Placate up more often.
    Superspeed, cheap fast movement with added stealth in PvE. The best in mission travel power and also the fastest. Unfortunately you have to get to know the zones because of the lack of vertical movement.

    Jumping Pool:
    Jump Kick, poor attack again I think.
    Combat Jumping, cheap jumping power, adds great air maneuverability and allows you to change direction mid jump. Good for jumping over Mastermind pets. Also adds a miniscule amount of defence that will stack with your secondary. Provides protection against immobolisation.
    Super Jump, cheap fast jump movement, slower than superspeed but provides vertical movement. Can be tricky to control.
    Acrobatics, provides Hold and Knockback protection. However only Ninjitsu stalkers do not have Knockback protection so this will be unnecessary for you.

    Flight
    Air Superiority, good attack as far as I've heard, not for the damage but for the -fly and guaranteed knockdown. Keeping an enemy on the floor means he cannot attack you.
    Hover, super slow speed flight, useless for a melee character.
    Fly, endurance expensive flight. This is the slowest travel power, however it is the most versatile. You can usually cross a zone before running out of endurance. It needs to be slotted to reach its full potential.

    Teleport
    Recall Friend, very useful, has effectively infinite range, pretty cheap, nice power.
    Recall Foe, can be used to teleport enemies to you, it can fail, I don't think it is that useful.
    Teleport, the most irritating travel power, it is the fastest if slotted but is an endurance hog. You need to click on the place to teleport, you then have 2 seconds of hovering to activate teleport again and then choose the next destination.

    Personally I think Superspeed is the best, however most people prefer Flight or Superjump.
  20. [ QUOTE ]
    The day I discover Tough is a complete must-have, that day I lay my tanker to rest.

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    I agree. It isn't a must have. The way I see it, the Boxing / Tough / Weave vs Resist Damage / Resist Elements / Resist Energies choice is one that is a close one and is about trade offs.

    I wouldn't have got it if I didn't think Weave was worth it too. It is a trade off between slightly better defences and worse endurance. More Endurance can be equated with offence, even if it is just that you can swap a endurance reducer for recharge in the best attacks.

    My tank was always defensively minded. I have 7 out of the 9 powers in the primary and 6 of the secondary, one of which ( scorch ) is unslotted and rarely used.

    [ QUOTE ]
    From personal experience, I would say that your primary powerset is more than enough for your regular soloplay.

    [/ QUOTE ]

    I would totally agree with you for soloplay. It's only when up against a few choice enemies type that the primary is inadequate and I don't think the Fighting pool helps here either.

    In teamplay the extra defences really only help because they let you go that 10% extra when you don't have the backup. In a balanced team with sensible enemies ( 0 - +3s ) I think the primary works as well as soloplay. For me I took the extra defences because I spent a lot of my time teaming with blaster heavy teams.
  21. [ QUOTE ]
    Just Accuracy I think.

    About the same as tentacles in Dark Blast I believe :15% for a defender, 60% of that for a MM. The 60% is also why the area effect is small for MMs.

    [/ QUOTE ]

    So about 9%... It does say in the description that it debuffs damage, but sometimes these things are wrong.
  22. All Golden Golem seems to do these days are Portal AV missions, he's finished all of his now and has the Portal Jockey badge. In fact I don't think he has left Peregrine Island this year.

    However despite that he is quite happy to help anyone defeat their AVs, or any other portal mission. I usually play him once or twice a week.
  23. [ QUOTE ]
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    Drop twilight grasp/life drain (i recently respec'd these out myself)


    [/ QUOTE ]Mind telling me how exactly can you drop the first secondary power?

    [/ QUOTE ]
    Even if you could drop it, why would you? An excellent heal (Ok you've to run towards melee to heal the meatbags but generally that doesn't matter) with a great -acc debuff in it too.

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    I wouldn't call it an excellant heal, its AoE is too small. However it is a good power, anyone got an idea how much Acc and Damage debuff it does?
  24. Unthing

    whirlwind

    [ QUOTE ]
    Whirlwind is great in PvE and a must in PvP.

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    I found in PvE it wasn't sustainable with a Scrapper with Quick Recovery and Stamina, so I'd advise against it if you are a melee toon.

    The ideal slotting to reduce endurance consumption is 3xEnd reds and 3x Knockback, Knockbacks significantly reduce the frequency of enemy hits, saving you endurance. If you are using it for avoiding rooting I think the knockbacks may not be necessary.
  25. Not far off my build, but I got boxing at 6 not Air superiority and Punch at 2. Rage at 22 and stamina at 20. I then took Haymaker at 26. I'm considering getting Consume or Blazing Aura at 30.

    I've found that with Rage Perma, 2 Damage and 1 End red is sufficient in my attacks, I get hit percentages in the 75-80s on the highest difficulty level. 6 slotting Knockout Blow and Healing Flames are certainly a good investment. I just started having endurance problems at level 28 with tough, for the first time in 8 levels.

    I was originally going to put just 2 slots in Jab but I noticed that from Herostats that Jab was doing the most damage out of all my attacks, so I added a 3rd to it.