mauk2

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  1. Quote:
    Originally Posted by Centurion_A View Post
    I think Fire Melee/Shield Defense/Blaze would be the best.

    Build up, Fire breath, Shield Charge, Greater Fire Sword, Fire Ball

    Should be everyone is dead very quickly.

    Draw back: your defenses have no heal... but as an AE farmer you can rely on inspirations I suppose.
    This is likely the sweet spot, in my experience.

    Oh, except replace fire breath with fire sword circle.
  2. mauk2

    Fire Melee/WP

    Quote:
    Originally Posted by Centurion_A View Post
    Ah! Also because the brute has more hit points to regen off of! Nice.

    The fury mechanism is fun, I guess, but will be worthless in high level groups where everything is killed instantly. Seems like...
    Scrappers have STYLE.

    All brutes have is smash. Play the scrapper to 40, decide on a pool then. Oh, fire breath is a dog, most everything else is ok.
  3. mauk2

    Fire Melee/WP

    I wanted a tough scrapper, so I went for physical perfection for the extra regen.

    Plus, fire does plenty of damage, I find that more than 5 or 6 attacks are wasted. Since I hate respecs, most of my builds are what I level, thus I like the lowby attacks.

    If I was seriously after damage, I'd get the Mu pool for all aoe, st is more than fine.

    And honestly, a fire/wp/soul brute is better if you can stand the fury mechanism. I'm about to try one myself, see if I can stand it this time.
  4. mauk2

    Fire Melee/WP

    I have a fully incarnated and well IO'd fire/wp/body scrapper.


    I highly recommend the combo, but you do not need shadow meld to be tough, willpower is plenty.
  5. Quote:
    Originally Posted by humulass View Post
    Doin my best typin with a smashed screen on my iphone...


    As for /fire I know the scater is something I need to take into account. Would elec or darl cause it less.
    No scrapper has a damage aura with a taunt in it. Closest you get is /shield.

    A fire/shield is not a terrible farmer, if you get more aoe from epic pools. Mu is best, for my money.
  6. This would be best in a separate thread.

    The Keyes makes many superb tanks humble, so you are in good company.
  7. Quote:
    Originally Posted by AF_Bill View Post
    Although I feel Mace/SD will be a great combo, I'm very interested in starting a KM/Energy scapper.
    I have an ancient sd/mace tank that I love, but never play because his damage is unable to even approach my fire tanks.

    However, as a scrapper....
  8. Quote:
    Originally Posted by Finduilas View Post
    Sell it, for heaven's sake. The actual benefit you'll be getting from it is *tiny* considering you're already hard capped to everything but two damage types.
    Heh. Well, for sure I don't need inf either. No, I'm pleased with where it's going. And with I21 coming, I can get it back pretty easily if I decide I was teh wrong.

    And I wanna be hard-capped (or close) to ALL of the types.

    Darn psi....

    Quote:
    Don't know why you think that, in a toggle, I've never seen a situation when slotting with all procs is better than damage slotting.

    Right-click on Mud Pots in Mids', click on the "Info" tab and look at the damage bar at the bottom. Compare your damage slotting to slotting with common damage IOs--using the alternate slotting option on the "Enhance" tab is probably easiest. You'll see that the damage from the common IO slotting is much higher.

    Remember that in toggles proc only have a chance to hit every 10 seconds. Since Mud Pots pulses every two seconds, that means 4 out of every 5 pulses your procs will have no chance to do damage. For the 20% procs, that averages out to a 4% chance on each pulse, which is going to be much less than getting more damage every time from the standard IOs
    Ah, crap, every ten seconds. As soon as I read that I was kickin' myself, I know that.....

    Okies, 3 erads and 2 multi's it is.

    See, that's why you ASK these questions, moar brains is better.



    Quote:
    Yes, and even less chance to do any close to decent damage. Two melee sets have run speed bonuses, (KC, Focused Smite) why not use those instead?
    I went back and double checked this one, and yes, my reasoning is still valid on this one.

    I think.

    Here's my slotting options:
    A)
    2 force feedback
    2 kinetic crash
    1 mako quad
    cardiac

    39.75 acc
    85.71 dam
    84.75 end
    45.05 rec
    162.3 kb

    8% runspeed

    B)
    5 kinetic combat
    cardiac

    22.94 acc
    85.45 dam
    86.29 end
    41.29 rec

    28.1 hp
    3.75 def
    0% runspeed (capped)

    C)
    5 focused smite
    cardiac

    62.73 acc
    89.17 dam
    88.43 end
    62.73 rec

    3% runspeed

    Of those three, the frankenslot is not terrible. The damage is there, the acc matters not due to rage, and I reeeaallly want the runspeed. If there's a better way I'm all ears, but this is lookin' like the way to go for me.

    Quote:
    My Stone/DM should be at around 18 mph in Granite/Rooted without sacrificing attack slotting. It can be done.
    I know I'm gonna kick myself, I been wrestling this build all over the place, but could you post that? 18 in granite AND rooted is...a lot. Impressive lot.



    Quote:
    If you want bonuses, Eradication plus another slot or two is always good. Otherwise, frankenslot for Acc/Dam/End Red.
    Done!

    Note:

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mountainheart: Level 50 Magic Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Super Strength
    Power Pool: Teleportation
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), GftotA-Run+(3), SW-ResDam/Re TP(13)
    Level 1: Jab -- Mako-Acc/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(11), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 2: Punch -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(13)
    Level 4: Stone Skin -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), S'fstPrt-ResDam/Def+(5)
    Level 6: Earth's Embrace -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/Rchg(7), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(17), RgnTis-Heal/Rchg(37), RgnTis-Heal/EndRdx/Rchg(45)
    Level 8: Rooted -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9)
    Level 10: Haymaker -- Mako-Acc/Dmg/EndRdx/Rchg(A), FrcFbk-Rchg/KB(11), FrcFbk-Acc/KB(36), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(43)
    Level 12: Recall Friend -- Jnt-EndRdx/Rng(A)
    Level 14: Teleport -- Jnt-EndRdx/Rng(A)
    Level 16: Brimstone Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17)
    Level 18: Crystal Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), GftotA-Run+(19)
    Level 20: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(21), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(46)
    Level 22: Taunt -- Mocking-Taunt/Rchg/Rng(A)
    Level 24: Boxing -- Stgr-Acc/Rchg(A), Stgr-Acc/EndRdx(31)
    Level 26: Mud Pots -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Dmg(27), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Acc/EndRdx(46)
    Level 28: Rage -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34)
    Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31)
    Level 32: Granite Armor -- HO:Enzym(A), HO:Enzym(33), HO:Ribo(33), HO:Ribo(33), Aegis-ResDam(34), Aegis-ResDam/EndRdx(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), GftotA-Run+(37)
    Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), FrcFbk-Rechg%(40)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), GftotA-Run+(42)
    Level 44: Minerals -- LkGmblr-Rchg+(A), LkGmblr-Def(45), GftotA-Run+(45)
    Level 47: Electrifying Fences -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Void Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A), Run-I(37)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(23), Mrcl-Rcvry+(23), Mrcl-Heal(25), RgnTis-Regen+(25)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-End%(43)
    Level 4: Ninja Run



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  9. Quote:
    Originally Posted by Finduilas View Post
    Well, until you get to 50 and can pick up Cardiac, I don't see how you're going to run this character out of Granite without bottoming out your end. Every single toggle is under or unslotted for end reduction.
    Correct. I plan to use this fellow for top end content only, no exemping. All Cardiac all the time.



    Quote:
    The Shield Wall +Res is absolutely not worth the influence, IMO. Your resists are low out of Granite and you're already hard-capped for S/L/F/C in Granite anyway. All it's getting you is an increase from 87 to 90% E/NE resists while in Granite.
    I have two of them already, I might as well use them for something.


    Quote:
    I also don't see the benefit of slotting all those procs in Mud Pots. Slotted that way, your damage over time is going to be considerably less than if it were slotted conventionally for damage.

    I thought procs were better.... Can you show how you derived that conclusion? Becuz I musta did it wrong.


    Quote:
    And I guess you don't mind knockback, since as slotted both Punch and Haymaker will be doing a lot of it. To my mind, those run speed bonuses are not worth the hassle of turning two good KD attacks into KB.
    I wanted well over 25 mph in granite. Needs bonuses!

    Also, I'm mostly planning AOE, knockout blow, and jab, with taunts mixed in. The only time I'd use the other single targets is on av's, eb, etc. usually no worry of knockback on those.

    Quote:
    Honestly, I wouldn't play it. I think you'd do much better with more standard slotting.
    Any suggestions on how you'd slot pots?

    I definitely want the 90 percent resist to all, and the 45+ defense is a given. I also want a lot of speed in granite. It's a tough mix to accomodate.

    Also: Does anyone have a link to the teleport macros? I used to have those AGES ago for use on my invulns, but darned if I can find them now....
  10. I'm about to pull the trigger on this guy, and thought I'd let the community pore over it and see if I did anything dumb. I'm looking for a top-end content toon, able to take most anything while still being reasonably useful to the team.


    Let me know if anybody see's anything I could tweak a bit.


    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mountainheart: Level 50 Magic Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Super Strength
    Power Pool: Teleportation
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(3), GftotA-Run+(3), SW-ResDam/Re TP(13)
    Level 1: Jab -- Mako-Acc/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(11), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 2: Punch -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(13)
    Level 4: Stone Skin -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), S'fstPrt-ResDam/Def+(5)
    Level 6: Earth's Embrace -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/Rchg(7), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(17), RgnTis-Heal/Rchg(37), RgnTis-Heal/EndRdx/Rchg(45)
    Level 8: Rooted -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9)
    Level 10: Haymaker -- FrcFbk-Dmg/KB(A), FrcFbk-Rchg/KB(11), Mako-Acc/Dmg/EndRdx/Rchg(36), KinCrsh-Acc/Dmg/KB(43), KinCrsh-Dmg/EndRdx/KB(43)
    Level 12: Recall Friend -- Jnt-EndRdx/Rng(A)
    Level 14: Teleport -- Jnt-EndRdx/Rng(A)
    Level 16: Brimstone Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17)
    Level 18: Crystal Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(19), GftotA-Run+(19)
    Level 20: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(21), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(46)
    Level 22: Taunt -- Mocking-Taunt/Rchg/Rng(A)
    Level 24: Boxing -- Stgr-Acc/Rchg(A), Stgr-EndRdx/Stun(31)
    Level 26: Mud Pots -- EndRdx-I(A), Erad-%Dam(27), Sciroc-Dam%(27), Armgdn-Dam%(46), ImpSwft-Dam%(46)
    Level 28: Rage -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34)
    Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31)
    Level 32: Granite Armor -- HO:Enzym(A), HO:Enzym(33), HO:Ribo(33), HO:Ribo(33), Aegis-ResDam(34), Aegis-ResDam/EndRdx(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), GftotA-Run+(37)
    Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), FrcFbk-Rechg%(40)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), GftotA-Run+(42)
    Level 44: Minerals -- LkGmblr-Rchg+(A), LkGmblr-Def(45), GftotA-Run+(45)
    Level 47: Electrifying Fences -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Void Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A), Run-I(37)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(23), Mrcl-Rcvry+(23), Mrcl-Heal(25), RgnTis-Regen+(25)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-End%(43)
    Level 4: Ninja Run



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  11. Quote:
    Originally Posted by Fiery-Enforcer View Post
    They're both good and some combinations are better on a Scrapper while others on a Brute. For sets that have damage aura's, I always go Brute because of the taunt component. SD I always go Scrapper for obvious reasons.

    I'd only agree with mauk2's statement if it said "SS/Fire Brutes are still better."
    Interesting.

    How do you feel about Top Docs recent CEBR posting, and the subsequent flood?


    To address some of the vitriol in the thread: Relax guys, it's just a game.

    It's amazing how tetchy people get when you gore their sacred bulls.

    That said, my point stands and has been confirmed by multiple posters:

    Brutes are better, if all you care about are the numbers. Yes, you can find cases where scrappers do better DPS, but you can also find edge cases where brutes do better DPS.

    The farmers don't lie.

    Brutes always have more defenses. Sometimes a little, sometimes a crapton.

    Brutes always have more utility. Often by a lot.

    Scrappers may be a touch more mobile, although I hesitate to mention it since it was roundly poo-poo'ed.

    Looking at the criteria, Brutes have by far the largest performance envelope.


    Assuming you care about that sort of thing.
  12. Quote:
    Originally Posted by Werner View Post
    Seriously?
    Yes, seriously.

    Just because the scrapper forum has some ridiculous obsession with DAMAGE DAMAGE DAMAGE does not mean that damage is the only performance criterion for a toon.

    Otherwise, who'd play tanks? (Luv me some tanks.)

    I rank 4 main areas: Offense, defense, utility, movement. Given the new rankings on beta, the devs see things with some similarity.

    On my four criteria, brutes do far better than scrappers.

    On offense, brutes and scrappers are on near-parity.
    On defense, brutes are much better. (MUCH.)
    On utility, brutes are considerably better. More taunt auras, for one.
    On movement, brutes are near-parity, only stone armor really hurting them.


    You can say the sky ain't blue all you want: Brutes are still better.
  13. Quote:
    Originally Posted by Deus_Otiosus View Post
    The two top SD Builds, Fire and Dark, are both stronger on Scrappers by an amount that the Brute can not even pretend is close by any stretch of the imagination.

    DB, KM? Scrapper wins.

    So what builds in particular that use a shared primary are Brutes out-damaging Scrappers?




    You mean except for all of the top DPS builds where they are totally outclassed by Scrappers?

    There is one single Brute build that is currently out doing Scrappers - and as soon as Scrappers get Super Strength, the Scrapper version of SS/FA will most likely outclass the Brute version in damage output even without Gloom.
    Since when does 'performance envelope' mean only DPS?

    Reading comprehension much?
  14. If all you care about are the numbers, then brutes are better.

    They have a much larger performance envelope than scrappers, tanks, or stalkers. This is simple fact.

    Scrapper builds that rely on pseudopets outdamage brutes. Brute builds that rely on dots outdamage scrappers.

    Brutes are always more durable than scrappers. In the presence of buffs, on teams or farms, brutes are much, much more durable. With buffs, brutes are as tough as tanks, practically speaking, and lose no damage output.

    Brutes are better, it is simply a fact.

    However, I find scrappers and tanks to both be much more fun. For howling-mad combat, nothing beats a scrapper. For complete battlefield command, nothing beats the calm supremacy of a tank.

    Play what you LIKE. Always. Screw the numbers.
  15. Quote:
    Originally Posted by seebs View Post
    Only that money wouldn't be devalued if you sat on it. It would increase in value at an insane rate.
    ...oh good grief.

    In my first post on this topic, I said:

    Quote:
    The real itchy issue is stinkin' rich folks who don't burn their inf buying the new shiny's: You'd have to devalue inf held on toons as well, at some point.

    In order to revaluate inf, you need to fluidize it first. That's why the lower prices initially in the putative recipe store: So those people sitting on umpty-billions will have an incentive to move their inf, and more importantly, can't buy up the universe with it in a month. And if they don't participate in buyin' shiny's, they will have the purchasing power of their stash adjusted to parity.

    Simple. Divide every field in the game where inf is stored by ten. Done.

    Make sure you don't miss any though.
  16. All this talk of Stoners made me go digging through my slushpile of build for BeefCakes mind-boggling Stone Speedster.

    Feast yer eyes, and note: No Incarnates! Only the cardiac alpha.

    I am still in awe of this monster.


    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Stone Speedster: Level 50 Magic Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Super Strength
    Power Pool: Teleportation
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed

    Hero Profile:
    Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(3), GftotA-Run+(3), SW-ResDam/Re TP(13)
    Level 1: Jab -- Stgr-Acc/Rchg(A), Stgr-EndRdx/Stun(11)
    Level 2: Punch -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(13), KinCrsh-Acc/Dmg/KB(31), KinCrsh-Acc/KB(42)
    Level 4: Stone Skin -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), S'fstPrt-ResDam/Def+(5), GA-3defTpProc(46)
    Level 6: Earth's Embrace -- Aegis-ResDam(A), Aegis-ResDam/Rchg(7), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(17), RgnTis-Heal/Rchg(37), RgnTis-Heal/EndRdx/Rchg(45)
    Level 8: Rooted -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9)
    Level 10: Haymaker -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(11), KinCrsh-Acc/Dmg/KB(43), KinCrsh-Acc/KB(43)
    Level 12: Recall Friend -- Jnt-EndRdx/Rng(A)
    Level 14: Teleport -- Jnt-EndRdx/Rng(A)
    Level 16: Brimstone Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17)
    Level 18: Crystal Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(19), GftotA-Run+(19)
    Level 20: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(21), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(46)
    Level 22: Taunt -- Mocking-Taunt/Rchg/Rng(A)
    Level 24: Boxing -- Stgr-Acc/Rchg(A), Stgr-EndRdx/Stun(31)
    Level 26: Minerals -- LkGmblr-Rchg+(A), LkGmblr-Def(27), GftotA-Run+(27)
    Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
    Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31)
    Level 32: Granite Armor -- HO:Enzym(A), HO:Enzym(33), HO:Ribo(33), HO:Ribo(33), Aegis-ResDam(34), Aegis-ResDam/EndRdx(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), GftotA-Run+(37)
    Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), FrcFbk-Rechg%(40)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), GftotA-Run+(42)
    Level 44: Mud Pots -- Armgdn-Dam%(A), Oblit-%Dam(45), Sciroc-Dam%(45), Erad-%Dam(46), ImpSwft-Dam%(48), EndRdx-I(50)
    Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A), Run-I(37)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(23), Mrcl-Rcvry+(23), Mrcl-Heal(25), RgnTis-Regen+(25)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(43)
    Level 4: Ninja Run



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  17. Quote:
    Originally Posted by RagManX View Post
    I'm pretty sure I could get stupidly rich in good order with a system and store that started pricing items at a large chunk below average market price.
    Note the word "started".

    Far more important than your short-sighted arbitrage greed, this would have the effect of tearing inf out of the game in vast quantities. Every transaction you made at the store, giggling over your cup of tears, would simply accelerate the shrinkage of the money pool. Which is exactly the point. I would thank you for your efforts.

    However, all that filthy lucre you accumulate would then be devalued wholesale if you tried to sit on it. Flip quickly, padawan.

    After you get the money supply dried up, then set the prices to float above the market by a moderate percentage (say 5) with some pre-set hard cap in the store. IE, if prices rise on the market, once LOTG's hit (picking a random number) 201 million the store price doesn't move higher and inf starts coming out of the system until it equilibrates again. if you average over long enough periods, this should keep the illusion the store is price-competitive and maintain a steady drain.

    That way you would not have to tinker with inf drop rates.

    Quote:
    I endorse this idea heartily. I may even make this my new dev request, since they still haven't put in the market caps I've spent years requesting.
    RagManX

    Your support is appreciated. Although I suspect not for the reasons you think.
  18. mauk2

    Farm Reviews

    Quote:
    Originally Posted by Hercules View Post
    Arc 516010. Rip away, I'd appreciate the feedback on ANY arc of mine, even if it's a 1 star.
    LOL!

    This was a lot of fun, for a farm map. You put a lot of effort into the character designs, I really liked them, especially the Black Cat, Crow, and many of the 'signature' baddies.

    Yeah, the story is minimal, but the fun was there anyway.
  19. Base farm toon?

    The original and still best: fire tank.

    3F to be exact, eat purples to survive and aoe until you're all done.

    Easy.
  20. (sigh)

    Yes, technically you can keep grounded and hover: Don't try it, you always wind up losing it.

    Take AS. It's more ST that elec needs, it's reliable knockdown, and you will like it.

    If you wanna fly, use fly, that's what it's for.

    Although I'm dyin' to see afterburner....
  21. Oh good grief.

    Simple answer:

    Inv/dark/energy.

    Take the leadership pool. For terrorize protection.

    You will be fast and hold aggro well. You will be stupidly tough. You have a steady self heal built right into your attack chain.

    Well-built, people will stand and stare at the things you tank without effort.

    Incarnate powers just make you even tougher.

    You can debate all day, just get started, you will not be disappointed.
  22. Quote:
    Originally Posted by Superrpgman View Post
    Hmm, sounds very tempting.

    Tell me, if I took away Air Superiority, and added Hover, would it make that much of a difference?
    AS is a nice pick for extra single target damage on an electric. Hover is ok, but it disables most of your knockback resistance from grounded.

    However, the toon flies and does apocalyptic damage.

    Choose your favorite.
  23. lol, I think you may have broken him, fulmens.


    But, yes, while I applaud the Dev's for adding quite a few inf sinks with the incarnate system, the addition of micro-currencies has had an off-setting effect that is considerably stronger. Thus, inf is craaaazy, man.

    New players are going to be in for a shock, assuming they spring for a Wentworth's license.
  24. Quote:
    Originally Posted by UberGuy View Post
    Because, if prices in the store are lower than current market prices, and sometimes even if they're higher than current market prices, it will increase supply.
    The other option is revaluing inf. That would suck a little. Oh, and to make it stick, they'd need to lower the amount of inf coming into the game, namely, lowering the inf drop per kill.

    Hell, that'd honestly be the BEST solution. Cut the amount of inf dropped by all mobs above level 40. Lower it by 8 percent per level, from -8 at 41 to -80 at 50. Give people a reason to level-freeze their farmers.

    Quote:
    The devs may have (at least what they think are) very good reasons to not bump supply. After all, if they want to do that, they already can. They can increase drop probabilities.
    (Points at Fort Trident, The Crucible, and those funny-lookin' folks up in Ouro.)

    They already have, dood.

    Quote:
    Changing the things that end up affecting market dynamics can have broader game impacts than just how they affect the market.
    You mean...like they're already doing?