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Posts
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Well, let me put it this way: I'm currently in the process of re-rolling my EM brute as Claws. EM offers excellent single-target survivability against non-AV/GM opponents, but has no other practical advantages - in other words, it's a pretty good set for soloing if you have no idea what you're doing and leave difficulty at, oh, +1/x1 or something.
...I'm told it can get actually good single target dps if you cram in enough purple sets to run a chain consisting of Energy Transfer, Gloom, and maybe Total Focus or something to fill in those awkward pauses between your good attacks. But for those of us who don't consider perma-hasten to be affordable, the single target dps is merely mediocre.
So I'd have to suggest Street Justice. I'm not familiar with that set at all, mind you, but it can't be any worse, right?
And if, for some reason, you go EM anyway, I'd strongly suggest picking a secondary with a damage aura. It won't make EM good, but the extra AoE should at least help. -
Could we get the leather armor pattern available for monstrous pants? (And any others that are missing, but leather armor is the one I've noticed most recently.)
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Hm. I'd suggest running this again red side - I haven't run the hero version, but it looks like they may have swapped mission 2; the red version has you fighting Imperious until - at about 75% - he decides that maybe you're actually a good guy and has a nice friendly (but ultimately pointless) chat. Which I thought was rather odd for a villain; I'd been expecting to beat him down to nothing and interrogate him once he fell. It'd make much more sense the other way around, with a villain being blase about Romulus' plans, and the hero talking to Imperious.
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Especially for /Time, no, Siren's Song is not necessary to solo. I'd suggest taking Shockwave with the overwhelming force proc, if possible, but you probably won't need it either; Time should provide enough survivability on its own. (Of course, more AoE damage is always useful, especially when you get to some of the dark astoria missions that always spawn ridiculously large groups on you no matter what your difficulty settings are...)
The only other change I'd suggest is, based on the upcoming proc changes, you might want to consider putting a Gaussian's proc in Amplify; I haven't done the math myself, but I'm told it should have about a 90% chance to trigger (once i24 hits) - which should combine quite nicely with, for example, a soon-to-be-crashless nuke. -
Having now had a bit more chance to play around with it, I'd say Siren's Song is eminently skippable if you have Shockwave (with overwhelming force proc); it's not quite as solid a control, but it's team-friendly and still good enough for solo play.
I wouldn't skip Shout if you plan on soloing, though; it may be slow, but it's still your strongest (non-nuke) attack. For teams, using Howl on single targets may be a decent substitute - it'll provide the same -res - but the extra damage makes a difference if you're on your own.
I can't really comment on choice of primary, though; I don't have enough experience with Cold to give you any meaningful comparison. -
As a player with a level 50 EM/WP brute (created well after the original EM nerf), I do think the set could use some help. It offers decent single-target survival with its stacking stuns, but it just gets painful to play as the spawn size increases. That was the first character I made, so I didn't see anything wrong with this at the time. Now, I'm leveling a claws brute, and the difference is just absurd - knockdown gives it just as good survival, spin actually kills things, and the only really slow attacks I've got are all AoE.
What energy melee needs is, however, less clear. My suggestions would be:
1: Change the energy transfer animation - make it deal its damage near the start of the animation time. This would make it much less frustrating to use, without changing the overall DPA of the attack. Of course, I'd like a faster animation... but if I can't get that, at least make it less annoying to use in teams.
2: Make whirling hands better - larger radius, more damage. If it's going to be the only AoE in the set, it should be at least as powerful as claws' spin (when it's up; claws, of course, has its baked-in recharge time bonus.)
Alternatively, Starsman's energy overload notion would work; though I'd suggest a different set of effects for charges:
Whirling Hands: more damage and a larger radius.
Total Focus: I'd make this power generate charges at one or two stacks, and consume them at three for extra magnitude of stun.
Stun: extra damage, as per Starsman's original notion, looks fine to me - though I'd also make this power neither generate nor consume charges; it just does extra damage if you have charges.
Energy Transfer: generates charges at one or two stacks; consumes them at three for a very fast animation. -
I'd suggest Time/Sonic.
Sonic Attack is almost a full character in and of itself - you've got good (for a defender) single target damage thanks to stacking resistance debuffs; AoE damage, -res, and soft control in two cones (assuming you've got an overwhelming force proc to put in shockwave); and, for soloing, an AoE sleep that lets you lock down entire spawns to defeat at your leisure.
The only thing Sonic is missing is low-level survivability; as a defender, you don't get Siren's Song until level 28. Which is where Time comes in; it's got survivability in spades.
Skippable powers: Not many of these, really.
You probably don't need both Screech and Time Stop; I'd generally keep Time Stop over Screech, mostly because it's available much earlier.
If you avoid teams like the plague then you can skip Temporal Selection and maybe Howl and Shockwave, but that's a pretty specific and pigeon-hole-ish build decision; I wouldn't suggest going that route.
Amplify might be skippable if you really want to, but I'd probably try to fit it in eventually.
Dreadful Wail is currently skippable, but with upcoming nuke changes, I'd find a place for it in any builds I was considering.
Dark/Dark is also, as others have mentioned, quite effective. -
A bit of work based on your advice generated the following:
http://www.cohplanner.com/mids/downl...6FFC0F4E77DAE9
It loses both procs that I had in Death Shroud, but manages to (while hasten is up) drop the single target attack chain to only needing one strike instead of two. ...I'm not actually sure if this is an improvement, though, since one of those two procs was the pvp set minus to enemy resists... -
Quote:Are you sure? According to both Dechs' guide, and what references I can find, it's auto-hit.Soul transfer should have an ACC/RECH of some kind...it needs accuracy.
Quote:Your primary attack chain should be attempting to get to Follow Up/Focus/Slash, you should really slot slash better.
Still, I'll consider swapping the crushing impact damage/endurance in slash for a damage/endurance/recharge (and then maybe +5 it); while it's got more than enough recharge for the best attack chain I can currently manage, the low recharge might prove annoying if I'm exemplared down too far for focus.
Quote:You are shooting for 45% to Smashing and Lethal Defense types...
In eviscerate you could slot an obliteration set, for some recharge and to get some more S/L Defense if you use all 6 slots, you could do the same with spin.
Quote:Hover is likely fine with just the Winter's Gift Slow Res and a LotG +7.5% global rech, the rest of the slots are just superfluous.
Quote:If you're going to use Armageddon, I would use 5 pieces (all but the damage only piece) and put it in spin or eviscerate and put oblit in the other.
If you're going to use purple sets and spend the influence, you want to get the recharge bonuses from having them 5 slotted...so try to do that when you are going to use them.
You have a lot of travel powers, I would drop hover/fly and take hasten instead, and use Super Jump as a travel power, or drop combat jumping if you want to fly, and take hasten, it increases your recharge, and you want it.
Quote:I will work on this some later and help you with a build.
You may also try Dechs Kaison's guide to Claws/Dark Brutes for assistance as well.
That all said, I would appreciate seeing what a really high-performance build would look like; it's just not what I'm currently aiming for. -
So, this is the first really serious mucking about with mids that I've done. Which is why I'm asking for sanity checking; I would not be at all surprised to find that I've done something stupid with my slotting, or that there was some better way to allocate the brute ATO, or, etc.
Part of why I haven't played much with mids before is that I'm running on a mac - which, until recently, meant no mids at all. This also means I'm an update or two behind, so just imagine that the empty slot in shockwave is really an overwhelming force KB->KD proc.
My basic goal for this build was to get good survivability & damage output (both single target and AoE), and to do so at as wide a level range as possible (subject to some thematic / I'm-slightly-crazy restrictions - for example, I don't really want to push the various flight pool powers much later than I already have). To that end, I'll probably be using some combination of store-bought attuned enhancements and enhancement boosters; in particular, I plan to use SBEs for the eradication & reactive armor sets, and slot Aegis IOs at or near minimum level and +5 them.
I haven't thought too much about incarnate powers yet - I expect I'll want ageless for debuff resistance, and void judgement is just too thematic to pass up. Alpha slot is really where it gets tricky; Spiritual wins if it lets me tighten up my single target chain (but I'm not sure if it does), with Cardiac as a good second choice since - in addition to boosting resistance some - it'd let me drop one or both of the energy mastery powers in favor of... I don't know what, but I'm sure I can do something useful with two extra power slots.
It may also be worth noting that, by my standards, this is a ludicrously expensive build; I expect it'll take me a while to put together even one of the purple sets I plan on using. Still, this character should be taking over the status of main character from my existing EM/WP brute, so it'll be worth the effort in the long run.
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Moriadra: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Dark Armor
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Strike -- SBrutesF-Acc/Dmg(A), SBrutesF-Dmg/Rchg(3), SBrutesF-Acc/EndRdx/Rchg(3), Hectmb-Dmg/EndRdx(5)
Level 1: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/EndRdx/Rchg(7), S'fstPrt-ResDam/EndRdx(7), S'fstPrt-ResDam/Def+(9), S'fstPrt-ResKB(9)
Level 2: Slash -- Achilles-ResDeb%(A), Mako-Acc/Dmg/EndRdx/Rchg(11), C'ngImp-Dmg/EndRdx(11), Mako-Acc/Dmg(13), Mako-Dmg/EndRdx(13)
Level 4: Hover -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-ResSlow(15), LkGmblr-Rchg+(15), Ksmt-Def/EndRdx(17), Ksmt-ToHit+(17)
Level 6: Spin -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(21), Erad-Dmg/Rchg(23), Erad-%Dam(23), Oblit-Acc/Dmg/EndRdx/Rchg(25), Sciroc-Dmg/EndRdx(25)
Level 8: Death Shroud -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Sciroc-Acc/Dmg/EndRdx(27), M'Strk-Acc/Dmg/EndRdx(27), Armgdn-Dmg/EndRdx(29), Armgdn-Dam%(29), FotG-ResDeb%(43)
Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31), GA-3defTpProc(31)
Level 12: Murky Cloud -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/EndRdx/Rchg(33)
Level 14: Follow Up -- SBrutesF-Rech/Fury(A), SBrutesF-Acc/Dmg/Rchg(33), SBrutesF-Acc/Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dmg/EndRdx(34), Mako-Acc/EndRdx/Rchg(36)
Level 16: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(36), Theft-Acc/EndRdx/Heal(36), Nictus-Acc/EndRdx/Rchg(37), Nictus-Acc/EndRdx/Heal/HP/Regen(37), Nictus-Heal/HP/Regen/Rchg(37)
Level 18: Focus -- Apoc-Dmg(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40), Apoc-Dam%(40)
Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(42)
Level 22: Fly -- Flight-I(A)
Level 24: Kick -- Empty(A)
Level 26: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(43)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(45)
Level 30: Afterburner -- Flight-I(A)
Level 32: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46), Empty(46)
Level 35: Eviscerate -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(46), Erad-Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Sciroc-Dmg/EndRdx(48)
Level 38: Soul Transfer -- Amaze-Stun/Rchg(A)
Level 41: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 44: Superior Conditioning -- P'Shift-End%(A)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
Level 49: Physical Perfection -- P'Shift-End%(A)
Level 1: Brawl -- HO:Nucle(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Heal-I(A)
Level 4: Swift -- Flight-I(A)
Level 4: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
Level 4: Hurdle -- Empty(A)
Level 4: Stamina -- EndMod-I(A), P'Shift-EndMod(19), P'Shift-End%(21)
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Works fine for me, at least once I got it downloaded - took three or four tries before that worked, but it eventually did.
Thanks, all; even with the few graphics flaws, this is much appreciated. -
Looks good to me. Means the really bleeding edge builds may want to slot to very specific amounts of recharge in the base powers vs. from IO bonuses, but I'm ok with bleeding edge builds needing to do fancy math; for an ordinary person that doesn't have purples falling out their ears, this should work more or less as expected.
(Well, okay, I do still think being able to get a proc to 100% is just a neat mechanic, but that's a matter of preference / style, so I'm willing to live without it.) -
Quote:I'd like to clarify: I'm not "scared" by how much this will impact me. I just think it's wrong to make things that were supposed to be buffs (speed boost, etc) reduce the effectiveness of your powers. Again, the issue here isn't the actual exact proc chance numbers, it's the fact that, if you have a full attack chain, you shouldn't get worse performance because someone boosted your recharge.2) Change the Base Recharge in the formula to your actual power's recharge. This is the part where I think a lot of you are scared. I'll show you an example of how this will actually play out in game later in this post so you can decide how much this will actually impact you.
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Quote:Parity is nice. I'm fine with this. Heck, I'm even fine if the SBOs retain some small advantage; doesn't bother me either way; the SBO sets are already attuned, which has some advantages (keeping set bonuses while exemplaring) & disadvantages (can't +5 them), so them being slightly different from IOs is already in the game. However, I'd strongly suggest adding in a proc rate floor, so that the new parity-ized procs are never worse than the old percent-chance procs.1) All IO procs will have their flat percentage chance to trigger updated to use Procs Per Minute.
If you *really* want parity, though, maybe make it so enhancement catalysts can convert an IO to an attuned enhancement, or vice versa? Actually, if you did that, you could even drop this whole changing everything to PPM notion - let people swap to whichever form of proc works better for the specific power they put it in; presto, parity achieved.
Quote:2) Proc chance will cap at 90%. This means that there is always a small chance for the proc to not trigger even if slotted into a power that would previously guarantee a proc.
That said... I'm not (aside from maybe the stalker ATO) going to make a huge fuss about this one. I don't like it, but it's not truly horrible.
Quote:3) Procs Per Minute will use modified recharge instead of base recharge. The reason for this is that the whole idea of Procs Per Minute goes right out the window when we keep the base recharge even though that value can be dramatically altered.
4) To compensate for this, the Procs Per Minute on all enhancements will be increased.
Conclusion: I, for one, really appreciate the heads-up that you're looking at this stuff, and the opportunity to provide feedback, and look forward to seeing what you come up with once that feedback has been taken into account. -
Huh. That all sounds remarkably close to my situation, too. (Though with the added complication that I'm not actually online as much as I'd like...)
So the obvious solution here is for those of us in this thread should form a VG (or, if you've got a VG already, a coalition - I just recently decided to go ahead and make my own solo VG, but that's easily discarded if there's a more interesting option in the offing...)
My global is the same as my display name on the forum; feel free to say hi sometime. Some of my other characters have different motivations, but Vardra is always looking for something interesting to kill... -
I'd buy a base expansion pack - almost regardless of what was in it.
Price? Depends on what it does. If they manage to get a working z axis tool & add personal mini-bases, for example, I'd happily pay $30+; that sort of improved usability would be worth nearly a full expansion's price to me; if it's just a few new items with limited functionality, $10 seems more reasonable. -
Sadly, I have no veteran rewards worth mentioning.
Lessee. Run some numbers at level 6, and assuming that TOs are essentially ignorable, and further assuming that the game's listed average damage is accurate...
Ice Sword does 17.33 damage, with a cycle time of 7.584 seconds, for 2.29 sustained DPS.
(And it does its damage up front in a burst, which is a definite plus, but requires more math than I feel like dealing with to properly account for.)
Death Shroud does 2.63 damage every two seconds, for 1.315 sustained DPS against a single target.
If I assume that I'm generally fighting two targets on average, that puts Death Shroud slightly ahead... but Ice Sword isn't far behind, and its single target focus and burst damage means it's better at killing one thing so that thing isn't hitting me.
Frost, on the other hand, deals 21.26 damage with a cycle time of 13.508 seconds, for 1.57 sustained DPS. Which, as it's also AoE, makes it flat out better than Death Shroud.
Conclusion: Skip Death Shroud until I've got room for it; it's good (arguably better than ice sword), but I don't think its small DPS advantage will actually pan out in the wild.
Now, if I had no worries about survival, and could assume that I was fighting groups of three+ and trying to bring them all down at once to maximize my AoE damage, then Death Shroud would win hands down over Ice Sword. But I don't think that's a reasonable assumption for a low level tanker. -
Ah, see, I was looking at Death Shroud as an attack; with inherent fitness the endurance cost shouldn't be an issue, and I keep reading people say that damage auras are actually really good attacks... I just have no idea how it compares to things like Frost or Ice Sword. Anyone happen to know how fast it ticks? I should be able to run the numbers from there, but I don't know where to look that detail up.
Edit: And thank you for the advice. (Note to self: thanks does not go without saying, and should've been included in this post to start with. Oops.) -
So I'm looking at trying to make a Dark Armor / Ice Melee tanker, and level (mostly solo) through Praetoria. What I'm not at all sure about is what order I should take my powers in.
For example, I could skip defensive toggles entirely for my first four levels, picking up Dark Embrace, Frozen Fists, Ice Sword, and Frost... but I have no idea if the extra killing speed is worth the lack of defenses, and, if not, which attacks should get put off.
I've made a fair number of brutes and scrappers before, and they get their defensive powers slowly enough (and kill things fast enough) that this kind of question hasn't really been an issue. (By comparison, every previous tanker I've tried to make has gotten deleted by level 6. Hopefully this one will go better.)
The other question is travel powers... I do have ninja run, so I can survive putting them off a bit if I need to, but I'd really rather have hover at 6 and flight (or better yet teleport) at 14... Dunno. Willing to listen to arguments for other travel powers, too.
(And please don't post a data chunk; I don't have access to mids, and am currently most concerned with how do I level up without dying (of boredom or literally, either one). On the other hand, the final goal is to make the character as close to indestructible as I can manage, so I won't turn down advice on that, either...) -
Lesson learned: don't trust any number that the game calculates; I knew it got DPS wrong (thanks to arcanatime); I hadn't been aware that it got average damage wrong too. (Well, sometimes wrong, at least; all the powers I had double-checked in the past came out right, I just hadn't double-checked GFS...)
Looks like you were right on both counts. Sorry about that, and thanks for the corrections. >.< (Hm. And I should see about suggesting that paragonwiki might want to, in its page on recharge, include the note that recharge doesn't start until the power is done activating. That would've been nice to be able to learn without having to look stupid first.) -
Ah. Fair enough; been a while since I've run numbers for this sort of thing - which is why I've been making sure to qualify my posts with the thought that I may be miscalculating something. Thanks for the clarification there. Any insight on GFS damage, though? That still seems rather bizarre...
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Going by the in-game listing of average damage for the powers in question, my analysis was correct. However, on a closer look, I'm not sure that's actually giving me the right number for GFS.
It's listed as (at level 50):
41.71 lethal damage
60.06 fire damage
5 ticks of 80% chance for 8.34 fire damage
-20% chance of 5 ticks of 3.75 fire damage
...Which makes no sense. How can you have a -20% chance of dealing damage? What does that even mean?
If I assume that's actually a zero percent chance, then GFS deals (at level 50) about 15 more damage per hit than its listed average damage, and ends up with a higher DPS than cremate.
If, on the other hand, that's actually a 20% chance of dealing less damage, then... huh, then the in-game numbers are still off. I wonder how it's calculating that average damage? Bizarre.
(Incidentally, the recharge value I quoted is correct for that sequence; total arcanatime for those three attacks is 4.884 seconds, and the longest recharge among them is gloom, at 12 seconds. Which means you need 145.7% recharge in gloom, or about 50% global recharge, assuming you slot for 95% recharge in gloom itself. No need for hasten or spiritual alpha. Edit: again, assuming I didn't mess up on my math somewhere, or otherwise look at the wrong numbers...) -
Would not Incinerate -> Gloom -> Cremate be better than any of those?
Unless I'm miscalculating something, Greater Fire Sword is lower damage-per-activation-time than any of those three, even if one takes Arcanatime into account - so why use GFS over Cremate?
(I also calculate this chain as requiring about 50% global recharge, which should be easy enough to acquire. GFS does appear to be the next-best attack to add in if you're low on recharge, or don't have Gloom, though.) -
In my (limited) experience, sonic/anything is good for soloing. Seriously. My sonic/thermal is perfectly happy to solo a full team sized spawn (though it's a bit slow doing so), and all I have out of /thermal (when soloing) is a small self heal.
Grab all your single target attacks - the -res stacks from each, and you won't (while levelling) have the recharge to make a continuous chain without shout. You can, though, make a chain where (once it gets going) all the attacks benefit from all three -res effects; I normally use shriek-scream-shriek-shout-repeat, though shout-shriek-scream is usually enough to kill a minion.
Get Sirens Song. It's an AoE sleep; and it's perma (with about ten seconds to spare) right out of the box so you can get by with just slotting it for accuracy. Sleep all; pick off targets one at a time. When you inevitably miss one - well, that just means that's the one you're going to kill first.
For soloing, skip Howl and Shockwave. They're good AoE if you're with a group, but solo they just disrupt Sirens Song; you won't be using them. (If you do group on occasion, it might be worth picking up Howl later, but it's not a priority for a primarily solo build.)
I'd suggest getting Screech as well; it's useful if you need a target (say, a malta sapper) to absolutely never have a chance to attack you. It's also a nice chunk of extra -resistance; I throw it into my attack chain when I'm in groups and against an AV - using it that way may reduce my personal damage, but it certainly boosts everyone else's. And, without too much trouble, you can make it double-stackable for locking down bosses.
You do, of course, have a weakness: Bosses (or, worse, elite bosses) with mez powers. Make sure you have break frees if you know you're going to be fighting stuff like that.