mauk2

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  1. Buff Battle Ax!

    Raise Pendulum's cap to 10 baddies! Swap the target cap with Cleave, like it should be!

    Add bleeding ticks to the single target attacks! (See broadsword for the bleeding mechanism.)

    Weapon redraw, lethal damage, and poor mitigation performance makes mauk a sad boy!

    Buff Battle Ax! Ax-wielders are people too!

    /em protest
  2. mauk2

    Best DPS

    Quote:
    Originally Posted by Superman0207 View Post
    Has anyone run the numbers to see which Scrapper Powersets and build has the best DPS? Is it still fire?
    If you mean single target dps, then it's the set that can stack the most resistance debuff.

    Thus, dual blade, and the new stj and tw are looking to be good debuffers as well.

    (sigh)

    It's City of Debuff's. True story.
  3. mauk2

    Elec/Elec

    Quote:
    Originally Posted by CrazyJerseyan View Post
    Any Scrapper pros out there?
    The life of this toon depends on your expertise.
    Dont let him down.
    That's..... An interesting build.

    I have a fully tooled elec/elec, and you went a TOTALLY different way. I usually dislike shadow meld, but you've got it timed to match your nuke cycle. That's VERY attractive: Nothing is gonna survive the bu/lr/ts strike in any condition to threaten you while shadow meld is down, and then you have powersink/elec field/chains/ts(again) to clean up.

    This is an even more extreme pulse/nuke toon than most, despite lacking spring attack.

    I like it!

    Now, that said, I touched it in a few minor ways, ditched the imperviums for more attack slots, tidied up slotting a little. I was looking for 45 percent to all after the stealth bonus gets cut in combat, don't think I quite made it but it's closer.

    This is a helluva build, and coming from a control background it's likely to be very enjoyable.

    It will eat end like a fire: Keep energize on auto and use powersink as an attack and you should be fine. The infinite well of an electric is nice.

    I also chose some incarnate powers for you, see what you think.


    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-ResDam(7), Aegis-Psi/Status(40)
    Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(42)
    Level 4: Conductive Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(5), TtmC'tng-ResDam(13)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(13), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(19), AdjTgt-Rchg(39)
    Level 10: Static Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(15), TtmC'tng-ResDam(29)
    Level 12: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Acc/Rchg(21), Sciroc-Acc/Dmg/EndRdx(29), FrcFbk-Rechg%(31), FotG-Acc/Dmg/End/Rech(45)
    Level 14: Super Speed -- Winter-ResSlow(A)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Lightning Field -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(19), Efficacy-EndMod(36), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(42)
    Level 20: Energize -- Dct'dW-Heal/Rchg(A), Numna-EndRdx/Rchg(21), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(25), Numna-Heal(27)
    Level 22: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Dmg/EndRdx(43)
    Level 24: Boxing -- Empty(A)
    Level 26: Stealth -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(43)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Burnout -- RechRdx-I(A), RechRdx-I(46)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
    Level 35: Power Sink -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-EndMod/EndRdx(39)
    Level 38: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(45), TtmC'tng-ResDam(46)
    Level 41: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(43), LkGmblr-Rchg+(45)
    Level 44: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(48)
    Level 47: Shadow Meld -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Core Paragon
    Level 50: Reactive Radial Flawless Interface
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(7), RgnTis-Regen+(9), Mrcl-Rcvry+(11)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(5)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  4. Quote:
    Originally Posted by KnightofKhonsu View Post
    We were doing the 'Take down Diabolique' mish in Imperial City. One thing I found out last night, the hard way, that Diabolique can somehow bypass my Elect Armor tanker's Grounded power with her attacks knocking me back or down every time she attacked me. That and she nearly drained me of my endurance or slowed me down every third attempt. To top it off, she alpha'd me face planting me like I was a lvl 1 tanker. It was as if I had no defenses at all. The only thing that protects me in some way was I loaded up on luck inspirations! I don't know if they changed her in anyway, I don't remember her being able to knockdown any of my brutes or tankers equipped with protections against that. Talk about frustrating!
    She wasn't bypassing anything, she was just plain-ole cheatin'.

    According to the ParagonWiki page that Codewalker updated (Thanks mang, yu guys rawk), Diabolique does Mag36 knockback. At +3 to you, that'd go up to Mag48-ish.

    That'll knock around anybody. No shame in it.

    Although as a Tanker, it's annoying as the dickens.... Get moar buffs?
  5. Quote:
    Originally Posted by Codewalker View Post
    How is a chance for double damage worse than an ordinary damage proc?

    A damage proc doesn't scale with enhancements or +DMG buffs, a crit does. And 20% is fairly generous as far as damage proc rates go; though since it's attuned chances are it has a PPM limiter...

    Sometimes I think people are expecting "Slot this for godmode" from the ATOs.

    My main excitement for the ATIO's is in the Targeted AoE attacks on various toons: To be frank, the targeted AOE sets stink on ice, with the PVP IO's and the new ATIO's being the only bright spots. Well, for a price.

    Street justice especially is going to be heartily boosted by the ATIO's and I'm looking forward to it, depending upon rarity/expense, of course.

    I'm also looking closely at spring attack/lightning rod combo's, depending upon how the ATIO crit ptoc's work in AOE's.

    (GLEE) So much to do!
  6. Quote:
    Originally Posted by Aneko View Post
    The subject came up because of Hamidon raids. 10 is not enough if you're taunting mitos.
    Now, see, you made me go look.

    First, this page is MUCH bigger than it used to be. You don't realize how much work the Dev's have done lately until you look at a list like this: WOW. They have added a LOT of new stuff.

    Second, it's a lot more diverse than it used to be. But still the huge majority if things falls within Mag4 protection. There's quite a lot that's under Mag8 now, though. Hmmm....

    Well, if it gets to be an issue, I'll look at a second IO. For now, it's still fine.

    Oh, and Mito's do Mag5 according to that page. Is that information wrong? Or do they stack or something?

    Oh, and the link:

    http://paragonwiki.com/wiki/Knockbac...ockback_Powers
  7. Quote:
    Originally Posted by syrusb View Post
    Personally I've found that 12pts protection is barely different from 8, but 8 is a huge leap from 4 and 16 is another huge leap from 8. So, when on something like a Fire or Dark Amour I'm either going for 8 or 16pts of protection, and with the great assortment of KB IOs available it's generally not difficult.

    On a meleer I especially despise KB and do my best to negate as much as I can. YMMV in what is enough.
    Wow, 16? On my fire tanks I use 4 points. Yes, I occasionally get bounced around, but I just deal with it.

    If you look at the knockback powers that baddies get, it is apparent that the huge majority of knockback comes in 4 'strengths'. Most bad guys get mag 2 or Mag 3. Most AV's gets Mag10.

    And then there's a few 'specialists' that get Mag5. Things like Imperial explodey bots, Ruin mages, Council bosses, those sorts. I find on high defense builds the Mag5 stuff rarely hits me, as well.

    So, Mag4 protection will cover you against most common stuff, Mag8 will stop the few 'specialist knockers' and Mag12 will stop the huge majority of knockback.

    Off the top of my head I can't think of anything higher than a Mag10.... I'd be happy to get schooled, though.
  8. Quote:
    Originally Posted by Comicsluvr View Post
    A team full of Blasters is like a playroom full of monkeys.

    HAHAhahahahhehehehehehehehehehehh!!!!


    Oh, god, SO TRUE. I love teams with lots of blasters, it's like a circus act with dynamite!
  9. Quote:
    Originally Posted by Dechs Kaison View Post
    Alright, I just did a comparison from my Dark/MA tank to my Claws/Dark brute. I figure that it's a pretty valid comparison since they are both slotted in much the same way.

    Unless I'm completely inept at attack chain math, here's what the single target DPS numbers work out to:
    Tank -120.19 DPS
    Brute - 146.53 DPS

    That's only a 20% difference, and I know the tank can survive well more than 20% better. The tank number is factoring in bruising, but the brute is taking into account Hasten, which is only up about three quarters of the time.

    I guess I'm just not seeing tanks as weak as Johnny is.

    Odd....

    Is that brute the same one you have posted on yer blog? If so, you should get NoChain.

    I ran it through NoChain and got 152 dps with a three-attack chain, single stacking followup, and ignoring Death Shroud, which should add around 15 dps. (Assuming I'm reading this right.) I also didn't calculate up the -resist proc...becuz I'm lazy and not too smert.

    167-ish is still not barn-burning territory, but that build is pretty much a 'defense heavy' buildout (of which I approve, performance space isn't all about damages, ya know).

    Anyway, NoChain is posted here:

    http://boards.cityofheroes.com/showt...hlight=NoChain

    If you're as bad as I am at attack chains, it's darn useful It's not perfect, but it'll get you started down the right path for sure.

    I couldn't find your tanker build, or I'd have run that too, to see if you could get a little more oomph out of it. Assuming you care. I usually just hit whatever buttons are closest.
  10. Quote:
    Originally Posted by Keplar View Post
    Here is my Elec/Shields guy's build. This is not a budget build.

    (Turns on powahs. Checks incarnates are on. Adds up on fingahs.)

    Ok.....


    Every 31 seconds, that's a....um.... 2150 point nuke.

    Assuming anything stays alive long enough to fuel the AAO all the way to the end.

    WELL PLAYED.

    It's good to see an old-school elec-shield STURM UND DRANG build again.

    "Not a budget build." LOL....
  11. Well, as long as I'm posting builds:

    This is what I've tinkered up for the ma/sr, assuming I ever get over the inherent crunchiness of sr. I need to update my mids: This has spiritual, but would work much better with agility. I'm a bit torn between barrier and rebirth, too. It has some problems, but I'll toss it up for folks to chew on.


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  12. Quote:
    Originally Posted by Deus_Otiosus View Post
    I'm not sure why they didn't give the Tanker set the same DEF bonus as the Scrapper & Brute sets, although the Tanker proc looks to have some great potential, especially for a power-set like FA.
    The Dev's are finally giving us some resistance pieces. I'LL TAKE IT.

    Also, 'balance.' We get no defense, instead we get resistance. If the values stay where they are... I'LL TAKE IT.

    It's about damn time.
  13. Quote:
    Originally Posted by KillerShrike View Post
    It's a generally held belief that a Tanker's role on teams is to manage the aggro of enemies, keeping attention off of less durable teammates so that the team as a whole can move forward more efficiently.
    Honest question: Why do you think that?

    In actual high intensity play, a tanker is doing nothing of the sort. With buffs/debuffs and strong toons, a Tankers role in actual top-end play is to serve as the scout/crowbar, and soak alphas. "Get there first, leave first, keep your eyes open." Taunt becomes very situational.


    Quote:
    For me, what I don't understand is if a player wants to be a melee face smasher why they wouldn't go with a Brute or Scrapper instead.
    ...because tanks are kinda supposed to be badasses too? (Looks at the character creation screen again to be sure.)

    I play extremely aggressive tankers. In-game, my job is to start fights, not finish them.

    And that's a little sad, when I think about it too hard.

    But this guy has a lot of it right: At least 50 percent of tanking today is simply who gets there first. Positioning is another 20 percent. Situational awareness is another 20 percent. Holding aggro is the rest. Because most things don't last all that long, and if somebody is able to pull aggro off you, well, if they can't stand the heat....

    Granted, this guy has a lot wrong, too.
  14. Quote:
    Originally Posted by Vox Populi View Post
    Yeah, I'm not reading that.

    Take Taunt. Or don't. It's your character.
    Words of wisdom.

    I've got tanks with taunt, and I've got tanks without. They both work just fine if you know what you're doing.
  15. I'm VIP, T9 unlocked, on TWO accounts and have no plans to stop paying.

    To be blunt: The development effort in the game, which I greatly enjoy, warts and all, is going to be primarily aimed at VIP content.

    Why?

    TO MAKE YOU PAY. (muahahahahahahaa!!)

    Why would they develop content and give it away for free? The business model is, and ALWAY is, to incent you to pay them for their efforts.

    Good work so far, Dev's. Keep it up.

    In my opinion going freem is a bad move, unless you decide there's enough existing content to keep you happy for the foreseeable future. If so, enjoy.

    But consider this: When you get bored and leave, your loss is actually a gain for the game, as you are no longer draining server resources for no revenue.
  16. Quote:
    Originally Posted by Scarlet Shocker View Post
    Whatever it is, the Storm will be knock-kneed from coming for so long
    Oh, lordy, I haven't laffed so hard at a forum post.....


    Double plus good!
  17. Quote:
    Originally Posted by OneFrigidWitch View Post
    It seems kind of useful, but also kind of irritating...

    You know, in one brief statement, you have encapsulated everything I've ever experienced with Dark Armor.

    I look at the numbers, and on paper, it should perform like a monster.

    In the game, it just irritates the ever-lovin' fun outta me. And with no fun, why play it?

    Don't get me wrong, some people adore it, and can do incredible things with it. But not me.

    YMMV.
  18. Quote:
    Originally Posted by Shred_Monkey View Post
    For endgame build I took Crane Kick over Cobra Strike. Initially it was because I wanted my toon to just do kicks only (and burn stuff, since he's ma/fire). But after making the move I realized that crane kick is really better mitigation then cobra strike in most situations where it mattered to me. Minions and Lts die so fast, I really don't much care about mitigating their damage. And Cobra Strike doesn't stun a boss by itself. Crane Kick, however does knock down a boss and remove it from melee for a brief period of time. While that's not a complete lockdown type of mitigation... knockdown is still more mitigation then NOT stunning something.

    Synergywise... nothing stands out during the level up period, in my mind... But I personally find MA to be one of, if not THE most powerful incarnate primary. It has very quick animating powers so you get more applications of your reactive proc then many alternativies. Also, unlike DB and Claws (which also have fast animating powers) it doesn't rely on a self buff to output high DPS chains. Where this helps, is that if you go with musculature alpha, you get a higher % boost to your overall DPS. This means, with MA, the more +dam you add your build, the more you'll catch up to, and surpass the top DPS chains of other sets.

    Because of this, of the options you listed... I recommend /SR. My reasoning being this. You can easily boost recharge with quickness and set bonuses. You can easily soft cap defenses for survivability... thus leaving lots of room to use incarnate powers to focus on damage output, instead of trying to fill in other holes, which you might have in other sets. However, this is a very end-game look. If your focusing on leveling up, and won't play much after 50, then I don't see anything particularly strong, or weak in those 4 options.
    Shred has very good points. Let me toss in a few words as well.

    Of the choices you list, I have a level 50 ma/sr and a ma/wp.

    Between those two toons, I find the ma/wp to be much more durable. Dragon tail's knockdown really helps a wp.

    The ma/sr is a bit quicker, so Shred's point of stacking reactive is well-taken. However, I rarely have difficulty with stacking reactive on the wp either.

    After the various re-tunes over the years, martial arts has developed into a superb single-target hard-target set. For my money the only disappointment in the whole powerset is (still) Eagle Claw, because the ice-age-long animation time just isn't worth the boost to crits, which is flaky at best.

    If you're shopping for a tough-as-nails, call out a baddy and pummel him no-matter-what sorta build, it is difficult to go wrong with martial arts.

    Now a question: Shred, do you have a maxed-out +damage MA build? I've been looking at rebuilding one of my MA's for a while now and can't seem to find a way forward that I like.

    Here's the most recent build I came up with. I'm not a fan of the Mu pool on this, it breaks concept, but I was shopping for +damage via AOE.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Gnarlie_i20_7: Level 50 Mutation Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Hectmb-Dam%(9), Mako-Acc/Dmg/EndRdx/Rchg(33)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(11), Aegis-ResDam/Rchg(13), Numna-Heal/Rchg(36), Aegis-ResDam(37), Aegis-ResDam/EndRdx(39)
    Level 2: Cobra Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/EndRdx/Rchg(31)
    Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(37), GA-3defTpProc(48)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
    Level 8: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(34), Numna-Heal/Rchg(36)
    Level 10: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(40), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43)
    Level 12: Super Jump -- Winter-ResSlow(A)
    Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(15)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17)
    Level 18: Crippling Axe Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Acc/EndRdx/Rchg(31)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(39), P'Shift-EndMod/Rchg(46)
    Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(23), S'fstPrt-ResDam/Def+(34), RctvArm-ResDam/Rchg(37)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(34)
    Level 26: Dragon's Tail -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Dmg(27), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31)
    Level 28: Indomitable Will -- RedFtn-Def/EndRdx(A)
    Level 30: Heightened Senses -- LkGmblr-Rchg+(A), Ksmt-ToHit+(33), LkGmblr-Def(36)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 35: Focus Chi -- AdjTgt-ToHit/Rchg(A)
    Level 38: Tactics -- HO:Enzym(A), HO:Enzym(39)
    Level 41: Mu Bolts -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(42), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43), GJ-Acc/End/Rech(43)
    Level 44: Ball Lightning -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(45), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(46), JavVoll-Acc/End/Rech(46)
    Level 47: Warriors Challenge -- Mocking-Taunt/Rng(A), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(50), Mocking-Taunt/Rchg(50), Mocking-Rchg(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Radial Paragon
    Level 50: Reactive Total Radial Conversion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40)



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  19. Quote:
    Originally Posted by peterpeter View Post
    That's what I remember also.

    Personally, I've soloed spawns in the Rikti War Zone without having any enhancements at all on my level 50 kat/regen. It was tedious.

    As for incarnate content, I doubt if it's balanced around SO's, but I'm no expert there.
    This is interesting, because I'm actually trying it.

    I've got a long-running project toon, a claw/inv brute. I got it to 50 recently and have been VERY impressed with the performance.

    So, I ran Ramiel's arc (solo, and crushed Trapdoor/Honoree/Vanguard debuff chick) and got my shiny Alpha slot.

    I then reported directly to my first incarnate trial. It was a BAF/LAm double header.

    This toon is fully slotted with level 30 IO's, and that's it. I figured I'd leech a few BAF's, get my level shift.

    Well, imagine my surprise when the ONLY issue I had in both BAF and LAM was hitting escapees.

    (blink)

    I pulled Nightstar, several times, successfully. I pulled Seige once, and got splattered once. I was completely successful in the Lam, tanking Marauder, running both the lab and the warehouse all the way through without deaths.

    I am astonished. Yes, I had buffs, but no more than anybody else. Heck, I even got a "good work" tell because I was able to find last the last crate in one of the warehouse runs.

    So....

    SO builds are perfectly viable in the early incarnate trials. ASSUMING, of course, that the buffs are there. But these days, that's pretty standard.
  20. Both!

    If you care about damage output, the ONLY answer is take both. Something else is not that good.

    If you do not care about damage output, FE is better at doing damage, but buildup will let you hit things. FE has no to-hit component. Buildup does, but only lasts ten seconds.

    So I use BU as the icepick to hit things I'm having trouble with, and FE as the incinerator to clear out a few pesky mobs.
  21. Quote:
    Originally Posted by Angelxman81 View Post
    Well this character is an elemental, fire ninja.
    So that epic fits more than everything else.
    Also fireball is very good AoE. I got pyronic, reactive interface, etc...
    I always pick powers that fits my concept, even if I know there are better choices.

    /em facepalm

    Now see, if you ask for advice, but leave out the fact that it's a concept build, you've kinda shot yourself in the foot, haven't you? Because I gave you the advice you solicited, and it's still all wrong for you.


    Here's better advice:
    As presented it's completely fine, because IT FITS YOUR CONCEPT. You know, the one you forgot to say a damn word about?

    Criminy, what a waste of freakin' time....
  22. Quote:
    Originally Posted by Deus_Otiosus View Post
    Under +damage buffs Scrappers always out damage Brutes.
    Well, then, you should campaign against the Devs, to get that unjust change to fury fixed immediately.

    Good luck!
  23. Quote:
    Originally Posted by Auroxis View Post
    Yes you can reach 90% S/L, with a resistance Alpha, PVP +3% resistance, and Barrier. There are other options like specific IO sets, but those sacrifice building for defense.

    It will get easier with the new AT-specific set, but unlike the brute version that receives +5% defense, the tanker version receives no defense at all which makes fitting it into a build significantly harder, which is ridiculous if you ask me.
    Yeah....

    It's not all roses, but I'll find a way to fit it in anyway.

    What's really hilarious is the thread in the Brute forums claiming their set isn't good enough because the proc isn't awesome. (sigh)
  24. Quote:
    Originally Posted by Spiritchaser View Post
    Actually... I may have rezzed this a day too early.

    I finally got to playing around with the ATIO on test and am finding that with capped res to... er, well actually everything but neg and toxic, this is looking hopeful

    Now... I never came across the dreaded "Four or five spiders with faces" spawn. I'll obviously need to play more, but... High res electric/* with that IO looks like a monster...
    Exactly.

    I've been looking at the numbers, and the proc, for tanks, is going to turn the 'defense is king' paradigm on it's ear.

    Yes, you will still need all types of mitigation for the most effective build. But the ATIO proc means that defense cascades are now annoyances, not death sentences.

    And that is very interesting. Elec,dark, and fire are going to be very attractive. Invuln builds with no fighting pool are now perfectly viable. Stone builds out of granite are still not very good, but granite builds can neglect resistance, to get better movement and defense numbers. Shield becomes even MORE of a monster.

    Etc, etc.

    I am very pleased indeed.

    Now the devs just need to address the 'cheater' damage that's infesting the iTrials, boost our aggro, and maybe look at our damage caps, and tanks will be fun toons to play.

    I've got an elec/stone melee toon I abandoned because of the squishyness and poor damage. Might be time to pull that guy out of the slush pile.
  25. I tinkered a bit. Ditched the epic pool. I never understand why people take fire armor, and then an epic pool for EVEN MORE ATTACKS. Trust me, street justice and fire armor has plenty of offense.

    Anyway, I left the build mostly alone, just slotted up some attacks, turned on accolades and incarnates, etc.

    See what ya think:


    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kunoichi Suzaku: Level 50 Magic Brute
    Primary Power Set: Street Justice
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Acc/EndRdx/Rchg(46)
    Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9)
    Level 2: Sweeping Cross -- Erad-Dmg(A), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(13), Sciroc-Dmg/EndRdx(13), Sciroc-Dmg/Rchg(48)
    Level 4: Blazing Aura -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Acc/Dmg(15), M'Strk-Dmg/EndRdx(17), M'Strk-Dmg/Rchg(17), M'Strk-Acc/EndRdx(39)
    Level 6: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(19), Dct'dW-Heal(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(48)
    Level 8: Combat Readiness -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(36), Rec'dRet-Pcptn(36)
    Level 10: Rib Cracker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Acc/EndRdx/Rchg(45)
    Level 12: Temperature Protection -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(19), S'fstPrt-ResKB(21)
    Level 14: Boxing -- Empty(A)
    Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 18: Spinning Strike -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34), JavVoll-Acc/End/Rech(50)
    Level 20: Consume -- P'Shift-EndMod/Rchg(A), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(48)
    Level 22: Super Jump -- Jump-I(A)
    Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 26: Shin Breaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(50)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(33), LkGmblr-Def/Rchg(33)
    Level 32: Crushing Uppercut -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(46)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(46)
    Level 38: Fiery Embrace -- RechRdx-I(A)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Physical Perfection -- RgnTis-Regen+(A)
    Level 47: Rise of the Phoenix -- Sciroc-Dmg/Rchg(A)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    Level 50: Void Radial Final Judgement
    Level 50: Reactive Radial Flawless Interface
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(3), P'Shift-EndMod/Acc(50)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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