mauk2

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  1. Quote:
    Originally Posted by bAss_ackwards View Post
    You tell everyone to make Brutes!
    LOL, no I tell people the truth.

    And DM/elec is WAY better on a brute. Anything resistance or healing based is better on a brute, and the difference is considerable. The gap is especially large on an Inv, Electric, or a Willpower.

    Sorry, but them's the facts.

    Sort of a shame, really, because I like scrappers a lot more, but the numbers don't lie.

    Much better defenses, easily comparable damage. Especially on a dark/electric, or a fire/willpower. (OMG, fire/electric broot, droool.)
  2. Quote:
    Originally Posted by slainsteel View Post
    Does this mean I'd start taking tanks on my teams now by choice versus illusion trolls or -resistance debuffers? Uh, no. A tank is still the same thing; a crutch for weak to moderate teams to avoid aggro - it still doesn't help dps as much as a scrapper or brute (assuming the same incarnate level/abilities), and is in fact even less needed now that everyone and their mother has barrier.

    ....right.

    What's your global, btw?
  3. To partner with a kat/regen, I would recommend an elec/elec.

    He has strong single target, you have strong AOE.

    For the record: Lightning Rod makes Shield Charge look like it's cute little baby sister.

    Awwww, Shield Charge is so cuuuute!

    Of course, the elec/sd has both....

    I'd still recommend the elec/elec instead, because with reactive, any toon without a damage aura is pretty far behind the AOE damage curve.
  4. If you want to do dark melee/electric, make it a brute.

    You will not be a sad panda, and that toon will DESTROY. I mean, seriously wreck things up.
  5. Quote:
    Originally Posted by Arbegla View Post
    Eh, lore pets or not lore pets, you still have to work for them (grinding out trials) so its still a part of your build.

    Horse puckey.

    What's the end use of the Lore pets?
    What's their DPA?
    How do they fit into an attack chain?
    What sets can they accept?

    "Part of your build' my butt. They're a delicious Incarnate freebie.

    JB can be a jerk, but in this case, he's a jerk that's right.
  6. To toss in my two cents:

    I think one of the very best synergistic combos available on a brute is fire/wp/soul.



    Fire melee is the best damage set a brute can use, because the extra dot is boosted by fury.

    Willpower is excellent on a brute because of the large base hitpoints.

    Soul gives both excellent single target and an effective AOE damage mitigator.


    The combo combines attack and defense in a very potent way. It isn't the 'best' damage, it isn't the 'strongest' defense, but it's very high on both scales at the same time, making for extremely effective characters.

    Plus I think it looks kinda cool.
  7. Yep.

    Shield is better on a scrapper, fire/dark is better on a brute.

    Well, as is inv, wp, elec armor, sr, and most other things.
  8. Quote:
    Originally Posted by Johnny_Butane View Post
    Another thing to consider is that because of the Incarnate system and the addition of Bruising, there are more opportunities now for Tankers to have better damage than there used to be.

    Indeed so. Tanks tend to have lots of low-damage AOE's with mitigation added in. The added damage proc helps those attacks a LOT, and if you have a damage aura, it helps a WHOLE lot. A hard-core recharge/damage specced tanker may surprise a lot of people on how much damage output it can manage.


    Quote:
    Each of those little things don't seem like much on their own individually, but I punch those numbers into my calculator, it makes a happy face.
    .
    Happy faces are good

    I know I've been EXTREMELY happy with my new fire/fire, and it's not even specced for max recharge/damage.

    Muahahahaha!
  9. Brute is better.

    Does equivalent damage, and is waaaay tougher.

    Scrappers, though, have STYLE.
  10. Hey, welcome back!

    To address your questions:

    If you like tanker durablility but still want damage, may I strongly recommend the Old School Classic, the fire/fire tank.

    I have one up near the peak of incarnate that I started a few months back in Praetoria, and I can promise you, you will NOT be disappointed in your damage output.


    If that still isn't enough damage, may I point you to an elec/elec scrapper. Since you like fly, take air superiority for more single target goodness, and slot one knockback reducer for the times you get shot while airborne. I can say with certainty: Build Up, thunderstrike and lightning rod may be the most fun combo in the game.

    If you want a compromise toon, may I point you at an electric/super strength tanker. These take a while to mature, but are UNHOLY once they get going.

    For a slightly more challenging build, I feel electric/stone might be the best Incarnate toon around right now. I was teaming with one last night, and OMG, he was easily keeping up with my scrapper. Amazing.

    You're coming back at a great time! Enjoy!
  11. Quote:
    Originally Posted by StratoNexus View Post
    This would work a lot better if those knuckleheads hit the IDF instead of the objectives more. I am slowly trying to educate armored toons that if they attack the IDF, the rest of the team will help them kill the IDF and the objective and the squishies live a lot longer that way. One day this will trickle down to most of the population, one day...
    LOL, true, and good advice.

    I tend to use a LOT of AOE's, so this is less of an issue. If the hard-shell enters combat with a nuke, Lightning Rod, Shield Charge, Footstomp, Tremor/Fault, etc, it's probably alright, as long as he got in the first shot.

    That's something I wish more squishies would understand:

    FIRST SHOT COUNTS. If you hit a baddy before the tough guy did, he's going to have a tough time (unless he's a tank) pulling that aggro back off you.

    And frankly, in this scenario, he's going to be more focused on crushing the glowy than saving you. Scrapperlock is a common issue.
  12. mauk2

    The Build Thread

    Build: Claws/Invuln
    Price Range: Low/Moderate, if you get the Glad 3% with A-merits, or drop it completely.
    Goals: S/L softcap with one in range, VENGEANCE! gives two minutes of God Mode
    Weaknesses: Psionic damage, single hard targets
    Incarnate: Yes, spiritual core alpha


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  13. Ooooohhhh Kaaayyyyyy, leaving aside the 'hare vs hair' debate.....



    In my opinion, 'healing' is only one portion of the whole aspect of damage mitigation. After pondering this a bit, I've come to feel that there are seven main aspects of damage mitigation in CoH:

    1) Defense
    2) Resist
    3) Hit Points
    4) Regeneration/Heals
    5) Hard mitigation (holds, confuses, etc.)
    6) Soft mitigation (immobs, knockdown, etc.)
    7) Manuever (A moving mob never attacks.)


    These are ranked in rough order, from most useful to least, although there is a lot of flexibility, for sure. In the newer content, for example, Manuever goes WAY up there.


    But the important thing is, in my mind, that healing is middle of the pack. It is darn useful, and very appreciated, but there are a LOT of things just as useful or better. Defense buffs and resist buffs are probably king in most places. Hard mitigation can easily be more useful than heals, especially where there are terrain issues to address, or the mobs tend to maneuver in annoying ways.

    Now, that said, hit point buffs and heals are also among the most universally useful mitigation tools: Unless you're COMPLETELY dominating the content, making folks harder to drop and filling their green bars is ALWAYS useful, at least to a degree.

    My two cents.
  14. Heh.

    All excellent advice so far!


    Now, I've done these a lot, and I have a confession:

    I'm one of "those guys" who runs off and solos the darn things.

    Yeah, I know, I suck, be a team player, etc.

    But that said, here's my advice for squishies:

    Look at the knuckleheads on your team that are plunging in. If they're NOT dying on the first one, the odds are good they're plenty tough to keep the aggro off you. So pick one of those guys, and use him like your rented aggro mule. Ghost along, let him soak up the punishment, he isn't gonna mind.

    Toss a few buffs, or heck, a few purples in his tray. I promise, if you're soloing these things, you're chewing candy.

    Check out what he's doing incarnate-wise. If he's got barrier, he is gonna use it, so be close by when the timer is about right. If you see him pause close to a glowy, he's punching candies or self-buffs, toss a few in there too if you have them and it's not too scary.

    In other words, USE the tough guys. They like it.

    Oh, yeah, and be all stealthy and fast and stuff. Because if a hard-shell toon is soloing glowies in the Lambda, he is NOT going to be moving slow, and it's quite possible you'll lose him. At that point, it's sneaky-time.

    And if the knucklehead dies? Well, the hospital has candy vendors.
  15. So here's the 'tooled up' version, if I got it right.

    I hafta wonder....will the Force Feedback +recharge proc stack with itself?

    I honestly don't know.....

    I've been saying for months that Electric is a real sleeper on a tank, it's nice to see monster builds coming out for it like this one. What a BEAST.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    The Amber Fist: Level 50 Mutation Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Stone Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(40)
    Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 6: Static Shield -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(40)
    Level 8: Grounded -- ResDam-I(A)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-Heal/EndRdx(13), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31)
    Level 14: Super Speed -- Winter-ResSlow(A)
    Level 16: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(40)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Fault -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(21), RzDz-Acc/EndRdx(21), RzDz-Stun/Rng(25), RzDz-Acc/Stun/Rchg(25), FrcFbk-Rechg%(29)
    Level 22: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
    Level 24: Build Up -- RechRdx-I(A)
    Level 26: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(27), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(29)
    Level 28: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(46), Zinger-Taunt/Rchg/Rng(46), Zinger-Acc/Rchg(50), Zinger-Taunt/Rng(50), Zinger-Dam%(50)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33)
    Level 35: Tremor -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(36), Armgdn-Dmg/Rchg(36), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(37), FrcFbk-Rechg%(37)
    Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42), LkGmblr-Rchg+(42), Ksmt-ToHit+(43), SW-ResDam/Re TP(43)
    Level 44: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(45), LkGmblr-Rchg+(45)
    Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(48)
    Level 49: Tactics -- AdjTgt-ToHit/EndRdx(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Boost
    Level 0: Task Force Commander
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19), Numna-Regen/Rcvry+(43)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(15), P'Shift-EndMod/Rchg(15), P'Shift-End%(46)
    Level 4: Ninja Run



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  16. mauk2

    The Build Thread

    Build: MA/Super Reflexes
    Price Range: Infinite
    Goals: "New" softcap vs melee, very fast, perma-hasten.
    Weaknesses: Has hitpoints and some regen, no heal.
    Incarnate: YES, Alpha Spiritual T4, Probably Rebirth for more healing.


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  17. Quote:
    Originally Posted by SinisterDirge View Post
    Alternately, there may be yet another iCurrency we will need to collect in order to craft the higher components and threads will become unnessesary.
    Also possible. Time will tell!


    Quote:
    Please tell me that you yourself are spending the 400 million each to craft all your very rares. Otherwise, it makes it seem that you believe its a great influence sink for everyone else.
    Not ALL of them, I play quite a bit and have had some Very Rares drop. Also, some of the T4's I care not a fig for.

    But if I need a VR and I don't have that VR, I make said VR.
  18. mauk2

    The Build Thread

    Looks like we have 15 different kinds of scrappers here.

    All told, there's only 77 kinds possible.

    Why don't we work up builds for every possible kind of scrapper? That'd be handy, all in one spot. So if somebody has some true oddball, they have a place to find a sample build.

    Suiting deeds to words, here's a ma/elec:


    Build: MA/electric
    Price Range: Infinite, but easily made cheaper.
    Goals: A survivable toon using knockdowns
    Weaknesses: Ranged toxic. Ow, again.
    Incarnate: YES, Alpha Spiritual core.


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  19. Quote:
    Originally Posted by Canine View Post

    I've survived Unstoppable crashes on my Brute while pounding on and being pounded on by AV's.
    ....

    (looks at forum title to be sure....)

    Okay.

    On a Brute, Unstoppable is actually quite a useful situational power, because a Brute has high resist caps and low resist numbers. Thus, the net gain from Unstoppable is much larger for a Brute.

    On a Scrapper, the resists caps are much lower. Unstoppable gain is pretty minor.

    On a Tanker, the resist number are much higher. Unstoppable gain is a bit larger, but not much.

    So, as you say, on a BRUTE, unstoppable as it currently exists is a 'worth it' power, barely.

    However, on a TANK, it is not. If you are tackling things that your 'standard' defenses can't handle, on a TANK, then you are doing something very, very wrong.


    To address the OP: It is impossible, by design, to perma unstoppable any more.
  20. Quote:
    Originally Posted by SinisterDirge View Post
    I am going to have to disagree with this. Threads are much easier to get. Shards drop far less often, but are expected to be traded one to one best case senario? No thanks. That makes shards obsolete. Or at best, a ineffeciant use of time in my books.

    That you can craft alpha components using threads makes shard gathering even more pointless imo.
    Well....

    I never said that converting was efficient. The fact is every shard that drops is exactly the same as a thread, if you care to make it so.

    More importantly, IT DOESN'T MATTER.

    Shards are going to drop every time you do 'old' content. It's just coded that way. So you can let them build up pointlessly, or you can take the 3-5 seconds required to bump up ten of them a day.

    As a matter of fact, this provides a small but useful influence sink, so I encourage this!

    Conversely, you never know! When they start filling out the higher iSlots, maybe those shards will be useful things for crafting even higher bits. It's simply too early to even speculate, in my opinion.
  21. Quote:
    Originally Posted by Cheeze_Head View Post
    All I was questioning is why the current content doesn't seem to take advantage of the previous content.
    And my response is, it's WAY too early to be all doom'n'gloomin'.

    Relax.

    It's a game! Have fun!
  22. Quote:
    Originally Posted by StabBot View Post
    Why would you use this tone?

    I would use that tone to communicate effectively, which, given the response from the person I was actually speaking too directly after this post, was a success.

    Thank you for asking!
  23. Quote:
    Originally Posted by Dechs Kaison View Post
    I just don't get it. Knocked back enemies aren't doing damage to you anyway, so who cares whether they contribute to your defense?
    Knocked back enemies are out of range of your AOE attacks.

    Quote:
    Jump away from the group for a second, knock them all in the same direction, and jump back.
    Every second spent moving is a second not spent killing. Every second spent not killing makes an angel lose her wings.

    THINK OF THE ANGELS. (weeps)

    Quote:
    I'm playing through a Claws/Dark and it is an absolute beast. I use Shockwave to keep my enemies where I want them. On their backs and in a tight group for my damage aura and Spin.
    With a taunt aura like Invuln, they run up and stick. No manuever required.

    Focus, followup, spin, and one lowby filler attack is all that a claw/inv needs. Truly.
  24. So....

    Is it more supply?

    Is it people playing fewer alts, thus stopping demand?

    Or is it factual deflation?


    I would not expect deflation THIS fast, so I'm thinking it's people sticking to a single toon to grind their way through the iSlots.
  25. Quote:
    Originally Posted by Cheeze_Head View Post
    P.S. I DO enjoy the incarnate system, and i20. I just wish it was integrated with the rest of the game in a better fashion.
    ....

    You DO realize that we've only seen half the Incarnate slots...right?

    You DO realize that the Devs seem to have some clue how to design and run games, seeing as how this one is going stronger than ever after quite a few years?

    You DO realize that Shards can be 100 percent upgraded to threads about as fast as they drop....right?

    Relax. All is well.

    Also, as for Notices, what is to say those aren't used by the dozens to unlock pieces of the Omega slot, or something? Just because you don't see a use for them NOW doesn't mean there's no use for them LATER.