mauk2

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  1. Quote:
    Originally Posted by Syntax42 View Post
    I have no problem helping someone make a build if they show an effort and desire to have a good character. He refuses to use a free respec when we have another coming in a week because it is too much of a "hassle". If you aren't even willing to spend a few minutes to move powers and slots around, why bother spending hours crafting IO sets and slotting them? That just seems lazy to me.

    It was nice of you to post a build, but he can't use it without respeccing.
    (shrug)

    Your communication skills stink, so people are gonna start ignoring you.

    Learn.

    That said, I hate doing respecs, they are not fun for me. I will play suboptimal characters rather than suffer the respec process.

    And ya know what? I have a blast with them. My elec/elec scrap with flight is a prime example.

    I just LOVE that toon.
  2. Quote:
    Originally Posted by GavinRuneblade View Post
    Claws/WP is a very popular combo.

    Claws/Invuln is the only one I'd stay away from as the knocks in claws will reduce your benefits from invulnerability. But even then it's not a big deal.
    My advice would be the exact opposite:

    Claws/inv on a brute is a fantastic combo. invuln toughness, and claws damage.

    The key is simple:

    DON'T TAKE THE KNOCKBACK POWER.

    You totally don't need it.
  3. Unique?


    By my count, there's ninety seven primary/secondary combos for brutes.


    Play them all!
  4. mauk2

    The Build Thread

    Build: Broadsword/electric
    Price Range:Moderate/low(get the Glad via merits or drop completely)
    Goals: Inexpensive, less common, VERY effective
    Weaknesses: Ranged toxic. Ow.
    Incarnate: YES, T4 core Alpha.

    Code:
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  5. Quote:
    Originally Posted by JakHammer View Post
    When the two AV's have been pulled close together, do not tank standing between them. It is perfectly possible, especially if you forget to drop your taunt aura, to get simultaneous rings from both AV's and go from 1 ring to sequestered with no time to react.
    So very true! I've been ganked like this a couple of times, rather embarrassing.
  6. Quote:
    Originally Posted by 4c3Player View Post
    ok so im thinking of having the exact same build EXCEPT using mu as the epic,i honestly dont use gloom or soul tentacles much ,dark oblit is gr8 but with mu i get 2 aoe's so im thinking it would be better,id have some damn nice aoes,footstomp,sheild charge,electrifying fences,ball lightning,thats alot
    Uhhhhh...


    Point of order: The build you posted doesn't HAVE Gloom.
  7. I first did the trials with a fire/fire tank.

    I blazed through the ixp bars. I got rares and very rares (a FEW, not too many). I was able to reach T3's and even a couple of T4's.

    Flush with success, I fired up my MA/wp scrapper.

    Holy crap.

    Ok, the MA/wp goes back onto the shelf until this system gets fixed, because it is NOT WORTH IT.

    Now, it's elec/elec time!
  8. Quote:
    Originally Posted by Hydrofoil_Zero View Post
    Backing off? Good idea UNLESS YOU'RE TRYING FOR THE BADGE!!! Seriously you all need to add this to any post involving Baf. There is a badge for keeping the AVs at there original spawn point. You run they'll fallow. So if anyone mentions making a run for the master badge you just stand there and take your lumps. Your a tank it's what your built for.
    ....

    Do you even HAVE a tank?

    Or even bother to read the thread?

    Or know anything about tanking?
  9. Quote:
    Originally Posted by Sailboat View Post
    Chicxulub dig that.

    LOL, yeah, I can never remember that name.


    And here's a build for that level of asteroid-survivin':


    http://boards.cityofheroes.com/showt...52#post3599152


    Awwww, yeah, drop that billion-ton rock.
  10. mauk2

    The Build Thread

    Annnnd, last but not least:

    Build: Electric/Electric
    Price Range: High to Very High
    Goals: No PVP's, no purples, no hami's, S/L softcap, and fun to play.
    Weakness to be improved on: Wish I could get Hasten on there.
    Incarnate: Yes, Alpha T4 core.


    Code:
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  11. mauk2

    The Build Thread

    Ok, something a little more popular than MA/wp for my second toss onto the altar:

    Build: Dark Melee/Invulnerability
    Price Range: Infinite
    Goals: Maximum possible mitigation combined with excellent damage
    Weaknesses to be improved on: REALLY expensive. No, really.
    Incarnate: Yes, Alpha T4 core

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  12. mauk2

    The Build Thread

    Well, what the heck, this seems a noble effort.

    Build: Martial Arts/Willpower
    Price Range: Infinite
    Goals: High Defense/Resist/Hit Points/Regeneration with acceptable damage
    Weaknesses to be improved on: +Recharge,AOE Damage
    Incarnate: Yes. Alpha T4 SRP


    Code:
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  13. Quote:
    Originally Posted by Canine View Post
    I work mainly from sound. If I can hear the 'Bong thwuck Bong thwuck Bong thwuck' sound effect LOUD then it means I'm getting shot and need to move.
    LOL!

    Yeah, me too, on a tank it's hard to pick out the tower shots from the rest of the carnage sometimes.

    And yeah, I'm rapidly learning to hate that noise.
  14. A good survivability goal?


    I wanna come crawling out of the crater where the dinosaur-killing asteroid hit, ready for moar.


    Awwwww, yeah.
  15. mauk2

    My ss/wp brute

    Brute Squad is givin' good advice here.

    That said, I tinkered a bit on the build he put up. The only insane expensive part is the PVP Glad +3%. Drop it if ya want, but they're pretty easy to farm up, all it takes is time and you can get one in a few months, tops.

    This build drops some resist due to getting the Spritual. But it gains some recharge and a crapton of defense. With some incarnate powers, it will be a monster.


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

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23)
    Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(3), Mrcl-Heal/Rchg(46), Mrcl-Heal(46), Mrcl-Heal/EndRdx(50)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 4: Fast Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal/Rchg(50), Dct'dW-Heal(50)
    Level 6: Mind Over Body -- RctvArm-ResDam(A), RctvArm-EndRdx(7), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/Hold(36)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-Def/Rchg(48)
    Level 12: Boxing -- Empty(A)
    Level 14: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(15), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(17)
    Level 16: Rise to the Challenge -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(17), Mrcl-Heal/EndRdx/Rchg(19), Mrcl-Heal/Rchg(45)
    Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(19), RechRdx-I(43), RechRdx-I(43)
    Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(21), P'Shift-EndMod/Acc(21)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/Rchg(27)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(33)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/Rchg(31)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(37)
    Level 32: Foot Stomp -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/Rchg(37), C'ngBlow-Acc/Dmg(37), C'ngBlow-Acc/Rchg(39), C'ngBlow-Dmg/Rchg(39)
    Level 35: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt(40), Mocking-Taunt/Rchg/Rng(40), Mocking-Taunt/Rng(40), Mocking-Acc/Rchg(42), Mocking-Rchg(42)
    Level 38: Strength of Will -- RctvArm-ResDam(A), RctvArm-EndRdx(39), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(43)
    Level 41: Superior Conditioning -- EndMod-I(A), P'Shift-End%(45)
    Level 44: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
    Level 47: Physical Perfection -- P'Shift-End%(A)
    Level 49: Super Jump -- Winter-ResSlow(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    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), Numna-Regen/Rcvry+(9)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7), P'Shift-EndMod/Acc(13)



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  16. Quote:
    Originally Posted by 4c3Player View Post
    alright,my toons 50 and he has all the io's and honstly im kinda dissapointed,he has trbl in 1 mob in an itf,i expected much more
    ....um.


    Didn't people advise you to look at Invuln, in this very thread?

    If a shield isn't tough enough (and on a brute, it is a LOT of work to make one tough enough) then invuln in the cure for your problems.

    Of course, you're giving up a lot of damage for that. So pick your poison.

    Or, just go incarnate that sucker. I'm pretty sure there's a good heal/regen power in there that'll go a long way toward fixing your woes, and the -damage nuke won't hurt either.
  17. Quote:
    Originally Posted by Breog View Post
    Not a 100% sure on this, but pretty sure that thiers a bonus 1 Astral Merit for not ever turning any turrets off.
    As I understand it:

    In both trials, if you have a badge, and then participate in another instance of getting said badge, you get an Astral as a 'booby prize'.

    So, if you have the MoBAF, and then do another MoBAF, you will get an extra astral merit for every badge you already had.

    Rumor is, you might get an extra Empyrean for getting them all in one run.

    Yeah. It's NICE.

    I am not a badger, it's really nice to finally get something for helping out all the badgers out there.

    So, once people have a little experience under their belts, splitting the teams up so all get an equal share and running a MO run every time is by FAR the most 'profitable' way to run these.
  18. Quote:
    Originally Posted by Acemace View Post
    Higher rewards for the team(s) killing the large number of spawns for sure, seldom the case for either AV team at this point.

    .

    ....um.

    If you do things the way I suggested, all three teams are killing the adds.

    (See, this is why it will take a while for this method to get going, if it ever goes at all.)

    Two people from EACH TEAM (assuming the normal three team of eight format) go and fight the adds.

    Then the rest of team 1 fights AV1, the rest of team 3 fights AV2, and the rest of team 2 splits in half, so each AV gets the same damage input.

    So, six people, two from each team, fighting adds.

    Nine people on each AV.

    See how that works?

    I've actually seen some efforts toward this already, and when it works, things go very well indeed.
  19. It's all situational.

    If you have a league that doesn't know what to do, pulling to the court is simple and easy to explain quickly. It can turn a failure into a win.

    And yes, I play on a high-pop server and still find the occasional PUG that has a lot of first-timers. I was on one last night, failed miserably on the escapees. I took over star, explained it, second attempt using this method went fine.

    Doing it stepwise with pulls to court works like a charm.

    Now, with a better crew, by FAR the most rewards come from careful league composition and fighting the AV's in-place. Place toons with AOE's/mezz and Knockdown in spots 7 and 8 of all three teams. Spots 7 and 8 of all teams kill adds, team 1 and 1-3 of team two kill AV 1 in place, team 3 and spots 4-6 of team two kill AV 2 in place.

    Nice and even that way.

    High population servers take a while longer to reach that level of coordination, but I suspect most folks will eventually settle down to some variation of that scheme.
  20. Quote:
    Originally Posted by newchemicals View Post
    Don't say that kind of stuff or we will have Incarnate Merits.
    .....

    Maybe I misunderstand, but isn't this exactly what Empyrean Merits do?

    Speaking of which, I need to go get me some.
  21. Quote:
    Originally Posted by Deus_Otiosus View Post
    For Judgement, if you are a melee character intensely focused on survivability, I think Void is the way to go.

    Void Radial Final Judgement: -50% DMG for 30s, 32 targets (50ft radius)

    -50% damage in a 50ft radius??

    I'm already using the T4 Void Radial Final Judgement on live, and this debuff is as useful as it looks on paper. It's not going to save you permanently, but the debuff is strong enough that I sometimes save Void for when I know I will be between castings of Barrier and SoW on the iTrials and I'm about to hit a rough spot.

    One more tool for survivability - Oh yeah and its also an excellent nuke.


    I was disappointed at first when I took void, it doesn't look as impressive as Pyronic or Ion.

    I think it could still use some love in the looks department, but at 50ft it starts to look better because a 50ft radius is insanely huge.




    Great info to know.
    Yeah, the top-tier void is TEH SWEET. Because of the huge radius and large target cap, I feel it actually does more damage than the other options because it's hitting more stuff.

    For heavy armor toons, it's definitely the way to go.

    Even better, since it doesn't require a target, it's easy to use, as well.
  22. Quote:
    Originally Posted by Call Me Awesome View Post
    The problem with that is if you get sequestered when you're close to your team then everyone on the team near you also gets held. When you get that second warning get out of range of the rest of your team.

    It's not about getting killed, it's about getting your entire team held along with you that's why you should get out of range. It certainly helps a lot to have a second tank to take up the aggro when you have to move off.

    See, this drives me crazy:

    Why do people stand next to the tank? WHY?

    There is no reason for anyone (except maybe a shield user) to scurry right next to me and stand there. Dart in and out if you need too, but don;t just hang out, for cryin' out loud! The AOE splash damage around a busy tanker is pretty darn lethal, and yet I still find myself dancing around avoiding my own team-mates, just to keep them alive a little longer.

    If you're doing a trial, PLEASE GET ON THE OTHER SIDE OF THE AV.

    How hard is this?
  23. Quote:
    Originally Posted by Supermax View Post
    That's really the key, and I wish there were more people like you. My tank almost always gets the most attention, I assume because I'm outdamaging other tanks, because I rarely use taunt. And about 95% of the time, I end up being sequestered, because nobody on the league takes the aggro from me. If the trials hadn't become so easy already, I would probably try harder to communicate this to people, but in the end it really doesn't matter. These days you almost have to try to fail a BAF.

    I usually keep attacking the AV's when I get 2 rings, but I start kiting with CJ. This way when I do eventually get sequestered, it's somewhere away from the AV's and other players.

    Heh.

    Part of being a good tanker is knowing how to off-tank. It's a subtle skill, but people will notice.

    Another part of being a good tanker is knowing aggro management. That includes dropping aggro if you need to. I usually try to just baaaaarely have the aggro of whatever is the most dangerous. This allows me to see who is second on the aggro list (by seeing where the threat turns until I taunt it back) and thus I have a solid idea how likely the team is to have troubles if I drop.

    This relates directly to how much of my inspiration tray I'm gonna chug to keep things running smooth.

    I hafta say, I've been chewing down a LOT more inspirations lately.
  24. Quote:
    Originally Posted by Blue_Centurion View Post
    So, who thinks what is best in the new world order, and why?
    I think there's two schools of thought here.

    Damage oriented vs unkillable.

    Damage oriented is the approach I am taking, and with my 50+3 softcapped s/l fire/fire, I am being very successful. The key is mobility: ALL of the new content requires movement. If you never stand still, you will do fine.

    The unkillable approach is a bit more complicated. Stone is the natural leader here, but the mobility thing is painful.

    Hmmmmm....

    I'm thinking the old "OMG" build of a softcapped vs all with one in Invinciblilty Invuln/dark is gonna be a high candidate. There are always plenty of mobs to fuel your defense aura, fully saturated you're going to be right around 60 percent vs all but psi, you're hitpoint capped thanks to dull pain, and you have the glorious healing of siphon life every few seconds.

    Now, that build is not going to be contributing a lot of damage except against single targets, but Judgement helps a bit with that, and the other incarnate powers are just gravy.
  25. Rebirth is a COMPLETE no-brainer on a SR.

    Get rebirth. Get it.

    You will like it!