Warkupo

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  1. Warkupo

    Heroic Brute

    With Willpower's Quick Recovery, and Fitness' Stamina you can actually pick both. Ninja Run + Hurdle is roughly as fast at jumping as a single slotted Super Jump, and while it doesn't jump as high as Super Jump, it's still usually more than enough vertical movement.

    Quick Recover + Stamina and some endredux IO slotting in your attacks will easily allow you to run Maneuvers, Tactics, Tough and Weave simultaneously, which will all mix very nicely with Willpowers' toggle effects.

    Do not think of taking Boxing or Kick as a waste of a power, but rather as gaining some slots for other powers. You aren't going to be using Boxing or Kick, so take them strategically so that you can use the slots in the next level to boost up a power that could really benefit from it.

    That leaves you with one more pool to fit in either Haste, or Combat Jumping (Or Hover, if you swing that way.) I tend to find Hasten less useful on Willpower which is mostly made up of Toggles and Passive abilities save for the self rez power. Your Mace, however, might enjoy the extra recharge.

    Else there is Combat Jumping or Hover for some extra defense, which will still allow you to take a travel power if you really are opposed to just using Ninja Run your entire life like the cool kids (I am one of the cool kids.)

    I would generally make mention of the Soul Mastery power Darkest Night here, and how it's prowess greatly overshadows that of Tough and Weave, but I have no idea how epic pools are going to work for a Heroic Brute so I won't bother. Take a look at it anyway.

    Below is my an older Scrapper build I have for Dual Blades/Willpower, just to demonstrate how you can take advantage of Willpower's abilities. It's a bit old, so some of the slotting could probably be optimized, however. You'll notice I took combat jumping for extra defense, but you can just as easily replace it with Hasten if you find your primary needing the extra global recharge.

    When building your willpower, keep in mind that you are lowering the enemies To-Hit in rise to the Challenge. To-Hit debuffs on the enemy can be translated to defense for yourself, and it's worth considering slotting up that aspect of the power when making a soft-capped character. Just keep in mind that debuffs against the enemies are not always going to be applied fully, and that the debuff is only going to effect enemies that are within melee range. I only point it out because I didn't utilize it on this character, and would hate for you to be unaware of it.

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

    Click this DataLink to open the build!

    Warkupo (Red Chocobo) V3: Level 50 Magic Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting

    Hero Profile:
    Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A), GS-Acc/Dmg(3), GS-Acc/End/Rech(15), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(40), KntkC'bat-Dmg/EndRdx(40)
    Level 1: High Pain Tolerance -- Numna-Regen/Rcvry+(A), Numna-Heal(43), Dct'dW-Heal(46)
    Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), Mako-Acc/Dmg(3), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(19), KntkC'bat-Dmg/EndRdx(37), Achilles-ResDeb%(40)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(5)
    Level 6: Typhoon's Edge -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Dmg/Rchg(15), Oblit-Dmg(37), Oblit-%Dam(39)
    Level 8: Blinding Feint -- KntkC'bat-Acc/Dmg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Dmg/EndRdx(13)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(46), Zephyr-Travel(46)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
    Level 18: Swift -- Run-I(A)
    Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
    Level 22: Health -- Numna-Heal/EndRdx(A), RgnTis-Regen+(23), Numna-Heal(23)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(25), P'Shift-End%(25)
    Level 26: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(27), Aegis-ResDam/Rchg(27)
    Level 28: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), GS-Acc/Dmg(29), GS-Acc/End/Rech(29), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), KntkC'bat-Dmg/EndRdx(36)
    Level 30: Sweeping Strike -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Dmg(37), Oblit-%Dam(45)
    Level 32: One Thousand Cuts -- Armgdn-Acc/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Dmg/Rchg(33), Armgdn-Dmg(33), Armgdn-Dam%(34)
    Level 35: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36)
    Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(39)
    Level 41: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/Rchg(45), GSFC-Build%(45)
    Level 44: Boxing -- Acc-I(A)
    Level 47: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-Psi/Status(48), S'fstPrt-ResDam/Def+(48), GA-3defTpProc(50)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run
  2. I still say a Kin. Kin works well with characters who are self sufficient by boosting aspects every character will enjoy having boosted while simultaneously weakening the enemy. There's no waste with a Kin. At low levels the giant heal will keep the WP afloat, and at later levels Fulcrum Shift will help him move forward.
  3. I like the challenge of playing with inept people sometimes. It's one thing to solo, it's another to have seven other people trying to sabotage the mission with a sort of religious zeal. Also, my ego tends to be really frail, so it's helpful for me to feel like the most superior force on the team.

    Blind invites don't really bother me very much. I don't understand the difference between just inviting me, and between having a pretty conversation and then inviting me. Such conversation rarely reveals any information about the play style of the group I'm about to join, and I've had good and bad teams from both blind and pretty invites.

    All a pretty invite does is tell me if you're good at typing or not, and after you've lived in the internet as long as I have spelling errors stop bothering you.

    So, no, I more or less have never hidden from searches. I don't know that I even remember how to hide from searches.
  4. Quote:
    Originally Posted by Star_Seer View Post
    Get villain to lvl 20, unlock SoA, make huntsman, problem solved - sort of.
    This. The character OP wants already exists.
  5. Quote:
    Originally Posted by Memphis_Bill View Post
    Though if you're killed, it should stop the breathing animation. >.>
    We can imply from this that the only good robot is a dead robot.

    It's for the greater good, you see~
  6. While I admire the Jay and David Nakayama for their resolve to please their fan base, I can't get over how the simple inclusion of a single Tail was enough to change that fan base from angry protesters into adoring fans. We are all so delightfully dramatic sometimes.
  7. My own Light/Dark person actually uses a recolored Fire Blast and Kinetics. Holy Fire, evil body manipulating. Dark Miasma/Energy Blast is kind of the more obvious choice, however. For defenders you could take the psychic mastery epic to get your mind control.
  8. Making things origin specific is a bad idea for reasons already illustrated in this thread, so I'm afraid /unsigned.

    Origin should remain a guideline. There are powers that flirt with the idea, but there's reasons they've all thus far had very negligibly impact upon game play. In regards to the Black Wand and the Nemesis Staff, which are probably the most notable example of origin specific thingies, they are both so very similiar that the user doesn't feel locked in for picking one or the other, and can, in fact, pick both if he desires.

    Even as it is, I think their implementation was a bad idea, which is not to say that I don't enjoy the **** out of them, just that I think origin specific powers are a bad idea. I'd have implemented them not to consider the origin of the user.
  9. Doing sexy things and looking sexy doing them.

    Congrats.
  10. I was very much impressed with /invul's numbers after I had built a Kat/Invul for ****'s and giggles. Invulnerability will be a very survivable set without much effort at all. Shield, on the other hand, seems to rely a bit too heavily upon Shield Charge and Against all Odds to quickly take down enemies before it gets taken down. You won't get the survivable feeling you want until you slot it out fairly heavily with IO's.

    Invulnerability, on the other hand, is very survivable right out of the box, and just continues to get better at it. I actually didn't like pairing it with Katana because parry wasn't doing much for the set and I probably would have preferred to pick a higher DPA set like Fire/Dark melee to take advantage of the self reliant nature of /Invul.

    Shield Defense is currently what I consider an "unstable" set as well in that one of it's biggest crutch powers, Shield Charge, is greatly over preforming and scheduled for another look. As the set might wind up as something completely different than it currently is, I don't recommend it easily.

    Given what you want out of a Scrapper from your post, I'm going to recommend Invulnerability over Shield Charge in this instance.
  11. Quote:
    Originally Posted by Shadow_Kitty View Post
    I'm very aware that every arc's illusion of choice is just that: an illusion. They are all scripted linear events. That includes the Dark Mirror arcs.

    My point is that by attributing me, the player, with the author's thoughts, the illusion is shattered. There is no longer anything hiding that the arc is a scripted linear series of events. I have exactly the amount of room to maneuver in the Mirrors arc as I had before in every other arc (that is, zilch! nada! nothing!), but now they have stolen the (non-functioning) steering wheel and don't even pretend to fool me that I'm not just a passenger for the ride.

    I want my illusion back. It's as simple as that. Even if it is just an illusion.
    Except that you did have choices. They may not have been the choices you preferred, or even began to be specific towards your character, but you did have them and they did change how things progressed within the story. That's definitely more choice than the "nothing" you are proclaiming.

    I certainly didn't come away from the mission feeling as though I had been puppeted along, at any rate; I felt very much in control, much more than any other arc I've run ever. Perhaps I'll play through again, but that was the general feeling of the arc after two runs through it as I recall.

    I understand the general complaint, but it hardly deserves to be aimed at this arc in particular.
  12. I find it odd that you pick this particular series of missions, the only missions that ever gave you any choice or sense of freedom at all, to aim your complaint about hostile character take over. Every mission up to this point, save a few missions where you can choose to do nothing and have some sense of moral superiority about it, has been an entirely scripted event where you were along for the ride and merely doing whatever your contact told you to do with your only other option being to just abandon the mission and pretend they didn't exist.

    To point at the only arc in the game trying to break this trend and accuse it of stealing your character feels a bit asinine, especially when it offers a level of game play innovation that is usually saved for Task/Strike Forces on top of everything else. So, no, I will not be joining you in any rear-end diplomacy.
  13. As for time advancement and those shadows that move at like, 15 mph and creep me the **** out, I like to assume the planets in this game just move really fast, but the gravitational pull is such that people don't fly off the planet or anything (just keep punching science in the face until it works). It's probably perfectly reasonable in CoH World to be up for DAYS. In fact, that's likely how they measure actual time, by days, not hours.
  14. Quote:
    Originally Posted by eva destruction View Post
    every time i walk down the street half the pedestrians look like hobos. I don't live in a bad neighborhood either, people are just slobs.
    City of Wal*Mart
  15. Quote:
    Originally Posted by Ironblade View Post
    Are they really? I'm not sure about this. Just slapping your flag down in some unclaimed land doesn't make it an independent nation. It has to be recognized by other nations. Are the Rogue Isles officially recognized?

    *cough* http://www.youtube.com/watch?v=uEx5G-GOS1k
  16. I typically build toward lv50 performance with the journey to it in mind. I make certain that my character will still be viable if I decide to SK down. My main character is actually in the process of playing every single arc ever thanks to Oroboros so being able to perform at every level is significantly important. I have never respeced into a "level 50 build".
  17. I always say this during origin questions but; Your origin is meant to help define your character, not restrict him.

    For example, I have a BS/Regen who is of magic origin. He uses spells to heal himself, but his sword training is all natural talent and training. He could have just as easily been a natural origin character who learned some magic.

    My AR/Dev could almost be classified as an android at this point with the amount of high tech prosthetic limbs he has installed, and in addition he's flinging around bombs, grenades, and a giant omni-gun. On top of that he recently learned how to cast some magic when he took an epic pool. Yet he's still natural because he had to train himself to use all of that stuff. He could have very easily been tech or even magic, however.
  18. ED refers to Enhancement Diversification, which is a limitation on the maximum amount of effect an enhancement can improve a power. This is meant to discourage slotting a power for something like six damage enhancements and instead meant to encourage "diversifying" what enhancements you slot into a power, if at all. As a general rule of thumb anything after the third enhancement is getting drastically reduced in effectiveness by ED, and its' generally a good idea to begin slotting something else though this is not so much a rule as general advice; There are certain instances where you might continue slotting a power for the same enhancement despite the diminishing returns of ED.

    The different colors are meant to indicate how close you are getting to ED's diminishing returns. Yellow/Red indicates that you are being effected by ED, and the number after "PreED:" determines what your value was without ED so you can gauge by how much you are being effected, and if you want to continue slotting anyway. Of the two a RED colour indicates that you are being effected by ED more severely.

    So by your own example, the damage your power is doing is being enhanced by a value of 101.86%; without ED it will be reaching a value of 145.75%, and it is red because you are being HEAVILY effected by ED.
  19. Warkupo

    SD - Grant Cover

    Quote:
    Originally Posted by newchemicals View Post
    Is there a reason why I don't see many people with Grant Cover?

    I do team with my SD scrapper and Brute. However, I don't see this power taken often. Any other insights other than it "doesn't help me"?

    It does give some resistance to def debuff and recharge debuff to the user and team.
    People probably aren't very aware of the debuff resistances it offers the player given that they weren't with the set since antiquity. As such they probably don't take it for the reason you thought; They don't know that it helps them.

    I could possibly see not taking it because you don't have room, but even then I'd be iffy about doing that.
  20. Quote:
    Originally Posted by Elegost View Post
    3 slots? 3 recharges
    4 slots? LotG 7.5%, LotG def/rech, two lvl 50 rech IOs.
    I'm going to argue with this a bit. Assuming you are building for recharge, and you should be with a regen, you're probably still better off shoving a LotG and then 2 recharge with only 3 slots. I certainly can't argue for everyone, but on my build another recharge redux would only bring the power back a second earlier. At some point you will probably want to drop on of the recharge redux in favor of more global recharge, but generally you are correct.
  21. This build is pretty bad. You don't need Sting of the Wasp with Gambler's Cut, Divine Avalanche would greatly benefit from better slotting so that you aren't mutilating your DPS in order to use it, you've greatly over-slotted your passive regeneration/endurance abilities, Insteant Healing wants 3 recharge reductions in it and not healing, you aren't going to be able to utilize Focused Accuracy at all or the other ranged attacks that you've taken, and your set bonuses don't seem to have any rhyme or reason to them.

    Regen really benefits from global recharge reduction and then defense, and not your passive regeneration like you might initially believe. Having Dull Pain, Reconstruction, Mog, and Instant Healing all up as often as possible is going to astronomically increase your survival, as well as your damage potential, much more than adding more regeneration and thus should be your primary concern.
  22. BS is fine, it's just that Katana is better. Katana animates quicker and can thus take advantage of damage procs to a much higher degree. Going off memory, I believe Broadsword has the ability to excel before you add in IO's, but once you do Katana blows it out of the water.
  23. Pretty much never. If I am ever "done" with a character I'll usually delete it. keeping it alive assumes I mean to play it again at some point.
  24. Warkupo

    Defense Question

    No, the game uses the highest defense value to determine whether or not you dodge the attack. It does not add them together. Think of the attack as doing LETHAL damage at MELEE range. Because you use parry you have a 15% chance to dodge the attack entirely.

    Alternatively, let's pretend the Tsoo has a machine gun, whose bullets do LETHAL damage from a LONG range. You will still have a 15% chance to dodge because parry is giving you 15% LETHAL defense.

    If a Circle of Thorns ghost joins him and uses Shadow Punch, which is NEGATIVE damage at MELEE range, you will again have a 15% chance to dodge thanks to the MELEE defense granted by parry.

    If that same CoT Ghost uses Dark Blast, however, you will have a 0% chance to dodge because parry is only increasing LETHAL and MELEE defense.

    Finally, let's pretend you are a Super Reflex scrapper who is using Focused Fighting to gain another 15% melee defense. Added with parry this puts your total defenses at 30% Melee, 15% Lethal. If the Tsoo attacks with the sword now, you will have a 30% chance to dodge, but if he attacks you with his machine gun you will only have a 15% chance to dodge because the machine gun is doing lethal damage from a range, which your melee defense cannot cover, so the game uses your lethal defense value instead.

    None of this takes into account that enemies have a 50% chance to miss outright 'less they have an accuracy bonus power. The defense values are also being simplified for examples sake.