mauk2

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  1. Quote:
    Originally Posted by Draeth Darkstar View Post
    Hello folks,
    I'm thinking of building an StJ/Fiery Aura character (concept) and everything I have ever read about Fiery Aura suggests it's best on a Brute, so here I am.

    Hmmm.

    I am sorry to say it, but everything you have read is wrong.

    Fiery aura is best on a tank. This has been true since launch, and is more true now than ever.

    Brute fiery aura has gotten a lot (ridiculous, overblown, silly amount) of attention lately, due to the way AE could be exploited for brutes.

    Now that AE has been (rightly) fixed to bring that more into parity, all the SS/fire brutes are slowly realizing that fiery armor is DAMN SQUISHY with scrapper-level numbers.

    Roll a fire tank.

    Old-School, yo!
  2. mauk2

    Tanking!

    Quote:
    Originally Posted by Lady Sunflash View Post
    Hehe... Polly Pocket Assault Rifles. ^^

    I had not considered this one at all, thanks.


    In my opinion, "Tanking" in CoH is all about battlefield awareness.

    A GOOD tank, I mean a really good tank, is all about the player. You have to be able to read the ebb and flow of the entire combat space.

    A tanker is not about ending fights. A tanker is about starting fights, and most importantly, PACING.

    This is why the 'impatient scrapper' is so often mentioned in the tanker forum. Somebody who throws off your battlefield rhythm is very disruptive to a tanker who is in zenspace, calmly wading through the chaos, reducing the enemy.

    The realllly good tankers have learned how to integrate such elements into their larger battlefield awareness:

    A difficult example: On a not-so-strong team, you have one really tough scrapper/brute who is perfectly able to handle whole spawns by themselves, but rather than haring off on their own (which is simple to deal with, let them go) they keep on dragging back aggro to the squishies.

    This is often a player trying to be helpful: They are on a toon so beefy they see no threat in the mobs, even though the squishies are often not that zesty and will die under their attentions.

    In that case, a GOOD tanker knows to relinquish battlespace initiative and go into reactive mode: intercept the incoming, taunt, mitigate, absorb aggro, and keep the team moving.

    This is tough to do. Few tanks LIKE being in reactive mode, as it is limiting, but in that sort of example, it will still WORK.
  3. mauk2

    Tanking!

    Quote:
    Originally Posted by Emberly View Post
    All this is my own opinion and doesn't represent the gospel or anything. When I say "tank" I mean the person who is actively trying to keep the enemy's attention, not the Tanker archetype. I have learned that there are a great number of ATs that can tank.
    • Good tanks have high situational awareness. They watch other players' health bars and they keep an eye out for unexpected visitors to an established fracas.
    • Good tanks like being first in, but not necessarily last out. It's better to be working up some aggro on the next spawn than to hang around beating on that last MOG'd Paragon Protector.
    • Along the same lines, good tanks don't leave their team in the lurch. If the current brawl is still dangerous, hang around until the team has it in hand.
    • Good tanks leave their ego at home. So that scrapper charged ahead to the next spawn while the current one is still hale and hearty? Let her have it, she will probably be fine and if she dies, she won't blame you. The plants/fire dom is tearing up spawns all on his own? Great, leaves you able to wrangle the stuff that the rest of the team is working on.
    • Good tanks don't need all the aggro. They just need the aggro that the rest of the team can't handle.
    • Good tanks use the all tools they have. As an Energy Aura brute, you have a good taunt aura and your attacks have Poke-Voke, so spread the love and hit the baddies you want on you. Don't just beat on the toughest target to the exclusion of the others. Taunt is a fine tool and very useful, but it's certainly not necessary.
    • Good tanks know they can't save everyone from their own stupidity. Sometimes letting one idiot die to keep the rest of the gang safe is the best option.
    This is extremely well-stated.

    Nicely played! (golf claps)
  4. Quote:
    Originally Posted by DJMadman View Post
    From my understanding and if I am wrong please correct me but this atl east will be close enough to get the point across. What if for brutes it was changed so say that their damage cap was instead of 650% limited to 450%.


    No.

    No no no.

    As someone who suffered through the (horrible, hamfisted, idiotic) nerfs of the early game, I will never seriously call for nerfs to anybody.

    So: LEAVE BRUTES ALONE.

    The issue is that the principal melee toons are overlapping waaay too much. This is easy to correct, remove the overlap.

    So, Brutes get no further changes.

    Tanks get their resist caps raised to 95 percent. Yeah, tanks are TOUGH. With buffs, ridiculously so. This clearly and hugely makes tanks the toughness kings, unlike that meager ten percent bump to their hitpoints which was the Dev's first attempt to address the whole "broots are too damn much, thanks again jack!" situation.

    Scrappers get their damage caps raised 100 percent. In a team, with buffs, nobody will ever again doubt that scrappers do MOAR DAMAGE.

    Stalkers get their AT scalar raised to 1.2(HOLY MOSES) AND get their damage cap raised by 100 percent. Ok, you want melee blasters? NOW they are melee blasters. AS THEY SHOULD BE. If stalkers have to dance around and wear pretty pink tutu's to max their damage, it should damn well be WORTH IT.



    In other words, the melee performance envelope is dominated by brutes right now. Rather than folding and mutilating brutes, expand the envelope.

    At the same time, I would completely support raising Blaster damage caps by 100 percent too. If we're expanding, we should expand, dammit.

    However, all of these debates are small-time compared to the effects of unlimited stacking of buffs and debuffs. Until the Dev's grow a pair and address that, this is all just minor scale whining.

    All melee is minor scale compared to buffers. Sorry folks.
  5. Ooooh, do NOT skip grounded! You will very much want the status protection! This is a huge red flag, take your grounded!

    Nits: Maybe a bit more accuracy? Look at squeezing in a Kismet, or just rely on Buildup a lot.

    ....uh.... You mispelled Marauder?


    Thoughts:

    Heh, four sets of obi's, gotta love electric armor's infinite well of end.

    Throwing one parry soft caps you vs incarnate to all lethal and all melee: This will be a MONSTER.

    Other than the lack of grounded, looks solid to me! Not exactly how I'd build it, but hey, it would play like a rock once you fix that.

    Just remember: Powersink is an ATTACK. Use it to destroy their end, every spawn, and you will do fine.
  6. Argh, forum ate my reply.

    tl,dr version:


    Martial arts is perfect for elec armor.

    Use powersink as an attack, and slot lightning field for sapping. In lightning field, I recommend 3 erads and 3 performance shifters.

    Your hit points are low, so you want as much energize goodness as you can fit in. Regen is gooood.
  7. Very interesting analysis.

    Thanks for the effort here, mang!

    Some semi-random thoughts:


    Quote:
    Originally Posted by Combat View Post
    It can be more effective when you add the -res of the set in, and add -res procs. The formula for the -res proc uptime was given by Arcanaville, and it is 10/((Time of Chain/number of procs in the chain)*4+10), if I remember correctly. For instance, the uptime of a -res proc in the last chain would be 37.18%, giving an average -resistance of 7.44%. Rib cracker also deals 7.5% -res, so that build would actually be doing a total of 82.75 DPS, and 91 DPS after criticals. Ideally, you will want to use shin breaker as often as possible as well, because it is the second highest DPA attack and increases -res (rib cracker's -res doesn't stack).
    Just to clarify: Shin Breaker does not do -res natively, this is the proc's contribution you're mentioning?

    And double-proccing isn't effective for Single Target DPS, but since SC and SS 'nest' so nicely, wouldn't it be effective on a high end build to proc SC anyway and get the benefits against small groups of hard targets? (I'm thinking 4 bosses, as you get 'left over' from two max spawns.)

    I'm not sure how effective Stj is at such levels of crazy, though.... It's just so PRETTY.
  8. Quote:
    Originally Posted by phyexone View Post
    Stone is pretty beastly on the old blue bar.
    So is StJ.

    Those beatdowns are tiring!
  9. Quote:
    Originally Posted by icemanstryketh View Post
    It helps if you try to sound more like an ******* when answering threads.


    Really?

    We wanna do this?

    Ok, let's do this.

    I took the liberty of clicking on your name and checking back on your post history. I mean, it's possible that you are, indeed, a fount of knowledge, who posts deep, insightful replies to people's questions, full of gentle wisdom much more erudite then my own.

    So I read back through your post history, hoping to learn from you. (This is easy to do, I just had to click on your name.)

    To my surprise, considering your criticism, I did NOT find you frequently answering questions, or posting builds, or being much in the way of constructive in ANY WAY.

    (I was shocked.)

    Instead, I find a sparse history of one-line posts (much like this one), many full of negativity.

    To my regret, I must conclude that you are a forum leech, pulling useful content and contributing nothing.

    So, shove off, jerk.

    Is that better?

    (ahem)

    Sorry you guys had to see that.
  10. Under these conditions, fire/fire/soul brute, I think, although a blaster would also be way waaaay up there.

    Of course, a debuffer would do even better, but that's due to -resist stacking, not damage output, which might be outside this discussion.

    FFS brute wins because fury pumps up all dot ticks and fiery embrace shatters the damage cap to pieces.
  11. Quote:
    Originally Posted by Paragons_Light View Post
    Hey guys! Just purchased Street Justice a few days ago and have been loving it with my /Invul Scrapper and really think I want to make this my key "Go-To Guy" for stuff. I'm not good with Mid's at all and was wondering if I could bug one of you great people for a great build for my toon!

    To give you a general idea of what I want to use him for here's things that are key to me.

    - I want to be able to hold my own in difficult battles.
    - I enjoy running BAF's, Lambda's, etc. often so survivability is key.
    - And I don't want to spend two weeks farming money to be able to build it, so go easy in the purple department unless is direly necessary and leave Hamidon's out.
    - I want Super Jump in my build.

    I just posted a stj/inv build in the brute forum.

    The only change to make it a scrapper would be to swap initial strike for shin breaker, definately drop unstoppable, and look for a filler power.

    Go, Hunt, Kill Skuls!
  12. Quote:
    Originally Posted by Dispari View Post
    I like it. I imagine that I kick a guy and cause him to go spinning, and his flailing limbs hit all the people around him.
    LOL! I like this.

    I was reasoning that your character was hurling him/herself into the mass of bad guys, spinnin' and smackin' everything they could reach then landing back on his/her feet.

    However you justify it, it makes things different, for sure.
  13. mauk2

    STJ combos

    Quote:
    Originally Posted by RadioSilence View Post
    Anyone have a list of their favorite STJ combos?
    The scrapper forums have several discussions about this right now.


    Quote:
    And what is the highest DPS combo for this primary (Brute/Scrapper)?
    The verdict is still out. The timing impact of the combo system, the extra effects of any misses by your builders, the slightly odd effects of combat readiness, and the unusual sets available for spinning strike make this one a bit of an odd duck.

    People are tinkering.
  14. Quote:
    Originally Posted by Necrotech_Master View Post
    you do have to remember that AE is basically useless until your at least tier 4 reward level, you cant even run AE mishs as a free player and you get 0 rewards in doing so at tier 2

    outside of tailored AE mishs a SO'd fire armor toon isnt gonna do very good unless your gonna be using the demon farm map which would force you to be a hero
    Uh....

    You can easily make a blue brute now (no prae required) and the demon map isn't that hard to get.

    And a ss/fire should KILL on the demon map, even on SO's.

    It is a viable strategery. (golf claps)
  15. Quote:
    Originally Posted by ClawsandEffect View Post
    I have a StJ/Invuln sitting at level 18 at the moment.

    Due to the lack of places to slot PBAoE sets my build isn't softcapped, so I settled for 41% to S/L/E/N, on the theory that Invincibility should keep me softcapped in most situations. I need to have 4 or 5 in range to hit softcap, so that shouldn't be an issue.
    Indeed. I reallly like Spinning Strike, it looks just awesome and the numbers are nice, but the targeted AOE sets just STINK. The loss of an eradication/obi throws a lot of monkey wrenches into builds.

    I never worry too much about softcapping an invuln, in aggressive play it tends to take care of itself as long as you get 'close.'

    It's like the handgrenade of armor sets.



    Quote:
    Looks pretty tough so far, and I'm having no major survival issues other than jumping into things that are still over my head (that'll change once I get my defense up there though)

    Yeah, this build is a bit of an experiment..... I left off shin breaker in favor of initial strike, figuring the extra and faster fury would be a better way to go. I'm not for sure the dps would benefit or suffer over time, but the livability of the toon is bound to be better. I like having attacks ready to throw.

    Street Justice is a very odd set to build for. I think I'm impressed that the dev's are able to come up with things that are so fresh after seven years....
  16. I thought I read somewhere that the resistance debuff portion in reactive was broken right now?

    Has that been fixed now?

    I never really go for the debuff in the first place, so I can't check for myself without building a new power, and I'm not THAT interested.
  17. Ok, sorry it took a while, I was all busy and stuff.

    Here's a build I tossed together: Important tips: It's got initial strike for fury and combo levels, use it. Crossing strike is your bread and butter finisher, treat it like a single target attack and you'll be fine. Rib cracker is your debuffer, throw it every time it's up.

    Crushing uppercut and spinning strike are tasty: Crushing should be thrown every time you hit combat readiness, and you should hit combat readiness like it was on fire. Consider putting it on auto.

    Defense wise, it's not the toughest, but hey, it's an INVULN. Even wimpy invulns are as tough as a slab of concrete. In keeping with the street hard-case vibe, it's got unstoppable, for when you decide that WILL keep fighting, no matter what the opposition thinks. If you hate unstoppable, put in physical perfection with another performance shifter instead for that energizer bunny feeling.

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

    Click this DataLink to open the build!

    Street Warrior: Level 50 Natural Brute
    Primary Power Set: Street Justice
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Heavy Blow -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/Dmg(5), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(39)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(23), Aegis-ResDam(31), Aegis-ResDam/EndRdx(40), Aegis-ResDam/Rchg(43)
    Level 2: Initial Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(39)
    Level 4: Sweeping Cross -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Rchg(7), C'ngBlow-Dmg/Rchg(11), C'ngBlow-Acc/Rchg(34), C'ngBlow-Dmg/EndRdx(36)
    Level 6: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal/EndRdx(43)
    Level 8: Rib Cracker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(37)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(45)
    Level 12: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(31)
    Level 18: Spinning Strike -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(19), Posi-Acc/Dmg(19), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Zinger-Dam%(36)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(50)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
    Level 26: Combat Readiness -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(42)
    Level 28: Invincibility -- HO:Cyto(A), LkGmblr-Rchg+(29), LkGmblr-Def(29), LkGmblr-Def/EndRdx(42)
    Level 30: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(50)
    Level 32: Crushing Uppercut -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(36)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
    Level 38: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), Aegis-Psi/Status(48)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-EndRdx/Rchg(45)
    Level 47: Superior Conditioning -- P'Shift-End%(A)
    Level 49: Unstoppable -- TtmC'tng-ResDam/Rchg(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(39)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3



    Code:
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  18. Quote:
    Originally Posted by Linea_Alba View Post
    I've poured over the numbers, made the changes for reactive and clickies that Arcana pointed out. Then I reordered the calcs to make it easier to follow and match and compare to what Arcana did.

    and ... Unless I made some major mistake I'm not seeing ... With 5% crits, the scrapper is just behind, with 10% crits the scrapper is just ahead. Averaged it's dead even.

    I left the sheet saved with the 7.5% averaged crits.
    http://dl.dropbox.com/u/15076020/Cha...ent%205%29.xls

    And now I also know why I never bothered with that level of detail before. That took forever. Hardly worth the trouble if I hadn't learned a couple of things I didn't know along the way.
    So....

    Brutes do comparable damage, have inherent survivability 12 percent better to waaay better, have better utility due to taunt auras stopping runners....


    Wouldn't it be simpler to just say, "Brutes are better" and be done with it?


    If all you care about are the numbers, brutes are better.
  19. I can't open Mids right now, but a quick glance shows me you have attacks under slotted and invincibility overslotted, as well as hasten.

    Once I am home, I will tinker a bit.
  20. Quote:
    Originally Posted by Windigo_2 View Post
    Well I want to be able to tank be it with strong regen or high def/res, as well as be able to solo and team well damage wise. Inv has always been something I wanted to try, Dark Melee just seems slow to me for some reason, AoE isn't the main thing I look at even though it sounds like it.

    I might dust off my fire/fire for later but want to build something from the ground up. He is slotted in Hammie-O's from waaaayyy back in the day, like around Issue 4-5 when I stopped playing him because of Burn and AoE aggro nerfs. I wouldn't know where to start with him now honestly, but that's something for another day.

    Right now I'm looking at Kat-DB/Elec Brute and DM-Kat/Invuln Brute for my next build. Could work the same for tanks, I just like Fury
    kat/elec is an excellent combination: the parry bonus on an electrics resists and drains is very, very potent.

    dm/inv is....well, it's dm/inv. The toughest toons going outside of tons of rock. The brute version is ESPECIALLY tasty, because of the incredible boon of unstoppable on a brute. It is truly beastly. The ONLY invuln toons, properly built, that should take unstoppable are brutes.

    Edit: Do a search on my post history, looking for fire tanks. I have posted my actual in-game build a couple of times, you will like it.
  21. mauk2

    Katana/Invuln

    Quote:
    Originally Posted by Ukaserex View Post
    Greetings. I have looked over some of the Katana/Invuln builds within the forums, and the ones I've seen have used enzyme exposures.

    I've got a level 50 that has been so neglected that he still has Hasten 6 slotted for recharge. He can still function, but I feel that if he's going to be an invuln scrapper, than he ought to at least have tough and weave - which he doesn't.

    I've downloaded Mids and I can muddle my way through that process - but I find it far faster using other builds - no sense in reinventing the wheel.

    My budget for this is about 500 million - plus, I have a semi-adequate collection of LotG 7.5% procs and a few miracles stashed in my base, as well as a some purples. - though I don't see a scrapper having much use for apocs or unbreakable constraints. I could put more money in the build, but I don't expect to play him daily, just every now and then when the mood hits me.

    In the past none of my builds have ever focused on defense of any kind. However, when I got my fire tank the incarnate Barrier, I noticed quite a difference.
    I certainly don't expect to get 100% defense or anything, but I'd like to reach the softcap -without candy.
    I plan on going the cardiac route for the alpha slot, but am undecided on the others.

    Seeing as enzyme exposures are random drops from either hami raids or Statesman Tfs, I'd really like to avoid having to use them.

    Anyone have any suggestions?
    kat/invuln is a strong+strong combo: parry gives huge melee/lethal defense buffs and a decent invuln build is already at softcap in a crowd.

    This mean you can emphasize the strength and shoot for incarnate cap (or way more) and still have a toon that does noticeable damage. A kat/inv built this way will cruise through anything but psi enemies (and ranged toxic/fire/cold/energy/neg) without effort.

    On the other hand, you can neglect all those delicious melee sets (no kinetic combats) and slot for whatever else floats your boats. +regen, +hit points, +recharge all spring to mind.

    Have fun! Kat/inv is a great combo.

    Oh, and for the record, I recommend the only HO's needed in an inv are 2-3 cytos in invincibility.
  22. mauk2

    BS/Fire scrapper

    Quote:
    Originally Posted by UnleashedPower View Post
    I have a 50 BS/Fire scrapper and I have no clue what to do with him. Can someone make me a build so I can figure out how much to save for this guy plz?

    Thx in advance

    You will likely get more bites if you try to make a build first, then ask for advice.

    Also, I know for a fact that there is a good bs/fire build on here somewhere for a toon called Joan of Arkansas, because I loved that name.

    Go look at that as a starting point.

    Luckily for you, bs/fire is a REALLY potent combo, if you are stubborn enough to get one leveled up. Congrats! The hardest part is over, now it's time for the OMG devastation.
  23. Quote:
    Originally Posted by EtherealStar View Post
    What are the best secondary powersets for scrappers? And why? Thank you for your time!

    If you want to list which ones to avoid, that also works.
    Vague question is vague....

    Ok, WTF does 'best' mean, TO YOU.

    Do you want MOAR DAMAGE? Fire aura.

    Do you want to live through the sky falling on you? Invuln.

    Do you want to be the freakin' energizer bunny and never ever stop? Willpower.

    Do you want to be OH SO FAST? Electric armor.

    Do you want to be the delicate but deadly king of the battlefield? Super Reflexes.

    Etc, etc, etc.

    There is no 'best.' There are only 'good' at various different things.
  24. Your only stated criteria is 'take damage.'

    In that case, I would first point you at a dm/inv brute. Once you get your end bar happy(not difficult with performance shifter procs) the durability and damage of this combo is stellar, with the caveat that it does not do much AOE.

    Second, I would strongggly advise you to dust off the fire/fire tanker. With the recent changes (last 4 or so issues) tanks are much more competitive damage-wise at the top end, and fire tanks were never exactly slouches at damage, and with a good build, a fire tank is probably the mightiest toon going right now for melee.

    Yeah, I know, lol-melee.

    With a tooled-up fire/fire I have successfully tanked the first mission of the ITF at +4x8 when a pug set it to the wrong difficulty. Since it was a pug, the buffs I was getting were... Well, there weren't many.

    Fire tanks. You likey.

    As somewhat of a mid-road build, look at a sd/ss tanker. Rebirth radial does miracles for those guys, and their damage is not bad at all.
  25. In no particular order:

    kat/wp
    claws/invuln
    claws/wp
    dm/inv


    The key to all these is, the secondary doesn't need a damn thing after you toggle up. Inv is tougher, wp has a lot more end early on. Both have taunt auras so no running mobs.

    kat and claws both do more AOE, the dm/inv is hands-down the toughest scrapper/brute/tanker build out there that's not a stoner.

    Roll any of them of any flavor and snooze your way to victory.