mauk2

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  1. mauk2

    Let's See Them!

    Quote:
    Originally Posted by icemanstryketh View Post
    It's not like we're overpowered. We're just really good at pigeon-holing.

    LOL!!!!

    Suuure. Just keep whistling past that graveyard, everything will be just fine....
  2. mauk2

    Let's See Them!

    Quote:
    Originally Posted by xTweeks View Post
    Best... Sickest.... Most Elite.... What ever you want to call it. Post your top Brute builds here and lets see who can come up with the best! Money isnt anything because this is just for fun!

    (p.s. Has to be a fully functional build not just the most expensive..)
    Oh, well in that case, how about a claw/invuln/body that'll wade through hell with nothing but a yawn?

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

    Click this DataLink to open the build!

    Honorah_19: Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Invulnerability
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Strike -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/Dmg(5), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(40)
    Level 1: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(46), GA-3defTpProc(46), S'fstPrt-ResDam/Def+(46)
    Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Achilles-ResDeb%(37), Mako-Acc/EndRdx/Rchg(40)
    Level 4: Temp Invulnerability -- Aegis-Psi/Status(A), Aegis-ResDam(13), Aegis-ResDam/EndRdx(17), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam/Rchg(42)
    Level 6: Dull Pain -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Numna-EndRdx/Rchg(42), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
    Level 8: Spin -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Dmg(9), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13)
    Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-EndRdx/Rchg(48)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(34)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam/Rchg(39)
    Level 18: Focus -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg(19), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(29)
    Level 20: Follow Up -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg(25), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29)
    Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/Rchg(34)
    Level 24: Super Jump -- Winter-ResSlow(A)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
    Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(31), HO:Cyto(50)
    Level 30: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45)
    Level 32: Resist Elements -- ResDam-I(A)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Hasten -- RechRdx-I(A)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45)
    Level 47: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(50), Mocking-Taunt/Rchg(50)
    Level 49: Unstoppable -- TtmC'tng-ResDam/Rchg(A)
    Level 50: Spiritual Radial Boost
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Marshal
    Level 0: Invader
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21)



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  3. Quote:
    Originally Posted by Neogumbercules View Post
    Dark Armor?

    Uh..... No.


    I'd advise a claws/electric/soul, if you don't wanna do fire. It is bliss.
  4. Quote:
    Originally Posted by Grey Pilgrim View Post
    Ele... you rock. And you have way too much inf. Thanks a bunch.

    I don't mind turning on CJ for Kismet, but I get what you mean, I may push that around. Hmmm, last I looked the end recovery wasn't that low with all the toggles going. I dropped the the regenerative tissue in Physical Perfection for a Miracle. That balanced out the regen I lose with the recovery I get back. Still don't know if I like how low that is, but I'll see how it goes. And if I can make your build work... I'll look and see how the end use is when I drop the levels on the IOs. I'll have to find time to do that later. Bedtime.
    You don't need the kismet. Put in something else.


    Being a claw/inv means you hit what you are aiming at, period. (Perma followup is trivial, double-stacked followup is barely more difficult, and Invincibility means you WILL hit them if you're in a crowd.)

    Also, claws is quite light on the End bar, I think you will be pleased.

    I should dig up a build, but my current claw/inv scrap is still on an I15-ish build. (And still slaughters anything I feel like tackling, it's the toon I took on the all-scrapper Tin Mage/Apex on Test a while back. If you can run in a team with the likes of Iggy and Desdemono and totally pull your weight, I figure you're doing all right. )
  5. Aw good grief, are we REALLY having this discussion again?

    Deep in our hearts, we all know brutes are better, just based on the numbers.

    I'm a scrapper player myself, but it's not because the archetype is better. I like scrappers.

    Even after the 'nerf' to fury, brutes do equal or better damage than a scrapper (fire melee? super strength?) AND ARE TOUGHER. I rolled up a claw/inv brute to make identical builds, brute vs scrapper, just to test out the theory, and quit before fifty. Because it was quite obvious even on SO's.

    Brutes do the same or better damage, and are quite a lot tougher, and the gap is going to get quite a lot bigger as the next four Incarnate Slots start unfolding. (Good lord, energy armor is gonna be SICK.)

    HOWEVER.

    The Devs have addressed this just about as much as they seem willing. Months ago. The subject seems closed.


    If you are the sort who lives and dies by the numbers, roll the brute, every time.

    If you like a little style, well, then the scrapper has it all the way.

    Aww, yeah, scrapper strut.....
  6. mauk2

    Let's See Them!

    Quote:
    Originally Posted by TheBruteSquad View Post
    Because this forum needs another topic on ss/fa on the front page. *nods sagely*
    Yah, seriously. I'm wondering how long it's gonna be before brute footstomp gets the nerf-hammer at this rate.
  7. mauk2

    Eradication proc

    Quote:
    Originally Posted by Wildlight View Post
    Hi Forumites. I have a DA/SM tank and am 4-slotting Eradication in Death Shroud. Is the Eradication chance for damage proc a good idea or would I be better off going for straight damage? I know it checks the proc once every ten seconds, but am unsure which method comes out ahead in the long run.
    One way to know is to let us know what the enhancement values are with the four Erad's.

    If your accuracy sucks, you're shortchanging yourself. Same with damage and endurance.

    Are you at ED cap on all three of those? If so, then you can look at procs as 'extra's.
  8. Quote:
    Originally Posted by Grey Pilgrim View Post
    Quite a few claws threads going on at once, doh. Anyone else have any feedback? I see Xor has higher defenses, so it'd be nice to see a build if you have it (or anyone else). Or does it leverage that PvP defense IO?

    I'm probably going to see how he plays before I buy stuff up for him, and to take everyone's feedback into account, but more info is always helpful.
    One of my absolute favorite toons is a claw/inv. I've been neglecting that toon a bit with the Incarnate stuff, but it's very probably going to be the third one I run through the Incarnate levels.

    I REALLY like claw/inv.

    Your absolute core attacks are focus, followup, and spin. Add in a single lowby filler attack, your choice. (The one that debuffs def is the power builders choice, YMMV.)

    Cap S/L, get E/N to mid-thirties with one in range. F/C can also get there easily if you want that too. In a crowd, you're WAY over 45 percent which makes you pretty immune to cascade failures vs most stuff. Get Dull Pain perma, or fairly close.

    Let me repeat: GET DULL PAIN PERMA or close too. Being at the hit point cap is a huge factor that isn't mentioned much. Also, pick up all the +regen you can manage. Put that fat pile of hitpoints to work for you.

    Hasten is also a must, and get some global recharge, but since Claws is so fast anyway you can worry about that less.

    I would recommend the Spiritual Alpha. More recharge the cheap way, and more heal to fire up Dull Pain, is Way Nice.

    You are at your most powerful buried in enemies. The worse it looks, the safer you are, because Invincibility is really nice. In addition, if they are in the radius of spin and you have followup double stacked, they won't last long.

    Have fun! It's a truly excellent combo.
  9. Quote:
    Originally Posted by hemmingway3 View Post
    Our team makeup was: /dark, /therm, /kin, /cold corrs; ill/rad, ice/cold trollers, and a /elec brute. Lots of buffs, lots of debuffs, lots of debuff resistance, overall a very tanky team (the brute was surprisingly tough with all the buffs, being the only one to survive the team wipe).

    I keep telling folks, /elec armor is a very good set indeed.

    Also, 4 corruptors?

    Interesting.


    Quote:
    For the large part, everyone did their job of using their powers properly. Something I feel is needed to move through the mission quickly would be a targeting bind/macro for each boss group. I know that at least I lost track of the bosses, themselves, several times.
    Ehn, I dunno, using a macro to cherrypick targetting is a bit skeezy in my book, but certainly valid. I'm a bit wacky.


    Quote:
    However, I specifically do not plan to use a venge/fallout doll, as I sometimes might like for speed SFs.
    Hmm, we may have a Serious Player on our hands here. I haven't seen anybody use a floor puppet in ages.
  10. Quote:
    Originally Posted by bAss_ackwards View Post
    So with the recently announced powerset proliferation in I20, Scrappers are getting Ice Armor for their Secondaries, War Mace and Super Strength for their Primaries.
    ARGGHHH!!!!!


    I didn't see this until the 2nd, dammit, you got me so good!


    OMG, a SS scrapper, want, WANT......
  11. Quote:
    Originally Posted by Statesboy View Post
    Sweet, I have narrowed my choices down to a Claws/WP and a SS/WP. Ive tried Dark Melee on my old brute that was capped at 40 back in Villains and I liked it but wanted something new. I also wanted to try something new and I havent ever tried Claws (as it was only available as a Scapper when I played)

    If someone(s) would be kind enough to post a sample (build) for each that would be awesome, I am mixing and matching and seeing where things go from there.

    Thanks for the Quality responses guys/gals; looking forward to more


    Claw/wp is very good on a brute.

    Claw/inv is ASTONISHING on a brute, especially if you IO it out and take it Incarnate. (OMG)

    For my money, though, possibly the best performing 'opposites attract' build on a brute is fire/willpower.


    Fire melee does massive damage, and on a brute it's even better because the DOT damage is affected by Fury. Willpower is VERY strong on a brute due to the large base of hitpoints.

    Fire melee has no additional mitigation, but willpower is strong enough to carry you through, especially if you invest in some simple, inexpensive sets.

    Hoever, if you are set on a claw/wp or ss/wp, toss something together in Mids and put it up! I'm sure someone would be willing to give you some pointers.
  12. I tinkered a bit:

    Slotted all your attacks out all the way. Shuffled a few slots around to get your S/L down to 44 percent: Tough as this build will be, you don't need to worry. Since you're low on DDR you'll lose Def regularly anyway, might as well learn to rely on soft mitigation. Footstomp and Energize are your friends.

    This would be a very active build. You have energize up more than once a minute, and you'll need power sink quite a bit: This guy is gonna be an end-burning monster, fortunately for you you have the tools to refill that End bar anytime you want.

    I added in your Accolades, and would heartily recommend the Spiritual Radial paragon for your Alpha slot. You want +rech on this guy, to get all your self-buffs back as fast as possible, not to mention the attacks.

    Have fun, this guy'll be a monster.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Clockwork Lifter: Level 50 Technology Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Lightning Field -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(34), M'Strk-Dmg/Rchg(34), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 2: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(3), RctvArm-EndRdx(5)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7), RctvArm-EndRdx(7)
    Level 6: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9), RctvArm-EndRdx(11)
    Level 8: Grounded -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(11)
    Level 10: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/EndRdx/Rchg(50), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 12: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(19)
    Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(17), RctvArm-EndRdx(19)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Acc/EndRdx/Rchg(45)
    Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(27), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(29)
    Level 24: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(31)
    Level 26: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(34)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(46)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 32: Power Surge -- RctvArm-ResDam/Rchg(A)
    Level 35: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36), LkGmblr-EndRdx/Rchg(45)
    Level 38: Foot Stomp -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Dmg(43), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45)
    Level 41: Chilblain -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-Acc/Immob(42), Enf'dOp-Acc/Rchg(46), Enf'dOp-Immob/Rng(50)
    Level 44: Shiver -- Acc-I(A)
    Level 47: Ice Storm -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(48), AirB'st-Dmg/Rchg(48), AirB'st-Dmg/Rng(48)
    Level 49: Hand Clap -- Mocking-Taunt/Rchg(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Gauntlet
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40)



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  13. Quote:
    Originally Posted by Grey Pilgrim View Post
    Jacob's Ladder is all energy damage, which is nice, and its end use isn't so bad that it isn't worth using it on a single mob, either. Chain Induction is plenty useful, I would say... I usually fired that off and then Thunderstrike, watching the chain jolt from one mob to the next as I came crashing down. I wouldn't skip CI or Jacob's Ladder, and grabbed them as soon as I could.
    On my scrapper, I LOVE this combo as an opener: CI/TS. Watching the chain induction leap around is very entertaining while thunderstrike animates, and then KAWHOOM, the thunderstrike lands.

    For extra joy, then Build up and Lightning Rod as the mob clumps up on you. Glee!
  14. Quote:
    Originally Posted by The_Technophile View Post
    How about Stick Combat?
    I'd love to have some different animations for dual blades, and some new weapons, so it could be used as a stick-fighting combat style.
  15. mauk2

    7 Purple Sets?

    Quote:
    Originally Posted by Blue_Centurion View Post
    Yeah. I have set up a lot of chains on this topic. Keep trying to focus into the point. Keep getting off target slightly. Like this thread. Has gone into the "do not try that on a Will/SS tank." Which is good advice. Except. The thing is I have been running this guy on a softcapped build for the last month. Exclusively. He is the only character I plan to run in 2011.

    Aha! So this is a concept build that you really like. Good for you!

    I have also decided to trim my stable down to only two main characters, and run all the way through the Incarnate stuff with them first.



    Quote:
    Building a nice hoard of shards for i20 too. So this build is for 2 main purposes. 1)Ouroboros and other solo work 2) Being the eighth tank on a team (Tanker Tuesdays) Basically anytime survivability really isnt a question. Depending if I can find the right farm, I might also run the build in AE to make a tidy profit.

    If you are of a mind, it is not terribly difficult to make a decent S/L based map in AE for yourself. The worst thing is the debuff baked into just about every smash/lethal powerset.


    Quote:
    I will throw together my purple'd build for critique. I am really horrible at I/O sets, which is why I am asking for the help. I wish there were more Purp and PvP type stuff so that doing a good I/O build did not take days of research. Putting together a good build is as tough as prepping for a calculus exam, at least for me.
    But....but math is hard!

    So, I suspect your goals are gonna be as much footstomp and KoB as you can squeeze in. With enough recharge, footstomp IS your armor, as things can't hurt you from the ground. KoB as fast as it is possible to cycle takes care of bosses jiffy-quick, and the hold is reeeaaallly nice as well.

    Open up Mids. At the top, click on the 'Window' tab. Go down to the 'Set Bonus Finder' option. In the Set Bonus window, choose 'Enhancement(Recharge Time)'.

    In pretty much EVERY power, there is a set that will add in global recharge time. If you pick your sets such that you get some recharge bonus, no matter how small, you will wind up where you want to be. (Don't get tunnel vision though, you can't neglect the inherent boosts as well.)

    The only exceptions are footstomp and knock out blow: Those get recharge/acc/dam/end reduction. (Purple sets and a couple of procs.) On a fast enough build, even a willpower can have trouble keeping those two monsters fed so don't skimp too much on end in those two powers at least.

    Have fun! I have seen max-recharge footstomp tanks with double rage doing some pretty amazing things.
  16. Yeah, that one hallway is VERY bad for the loop, have no idea why. I've never crashed myself on my main computer (it's a beast) but my laptop has died once on it.

    Worst run I saw, we had four people crash. LOL, THAT was rough.
  17. mauk2

    7 Purple Sets?

    Quote:
    Originally Posted by Blue_Centurion View Post
    Any thoughts?

    Make it a fire/fire/soul tank.

    Maybe a elec/fire/soul if you want to be a tad more durable and less dependent on insane recharge for survival.
  18. Quote:
    Originally Posted by Roderick View Post
    Which brings up a question that has probably been asked before:

    Assuming that it was a direct port with no tweaking, what would Ice Armor look like on brutes,
    It would be....pretty feeble. Maybe if the slow was made stronger? But Brute Defense numbers would not look very good. Now, it WOULD do a lot of damage....



    Quote:
    and how would Energy Aura look on tanks?

    Yikes....

    Think 'God mode'. The end recovery/heal would be on a crazy-fast timer, and working on a Tanker's base hitpoints. Plus the very high Def numbers of a Tanker would allow you to easily saturate and keep saturated that heal/end power.
  19. Quote:
    Originally Posted by Syntax42 View Post
    I have noticed a lot more of a difference in AV killing speed when I do my top DPS chain on my Scrapper instead of watching my team fight.
    ...right. And these days, not too many AV's just stand there and let you hammer your intricate, maxed-out to the 99th percentile, uber-tight, perfectly timed chain for minutes at a time.

    Indeed, the only time I can think of recently where I was in a fight like that was the all-scrapper Apex/Tin mage duo I was on a while back. Eight scrappers, toe-to-toe with Bobcat. THAT was some serious DPS-ing.


    Quote:
    A sub-optimal DPS chain may be 1/2 to 3/4 of a top DPS chain. Good Scrapper DPS makes a lot more of a difference than a Scrapper who is soft capped to S/L.
    I humbly disagree. Being dead does bad things to your damage output.


    Quote:
    Teams generally have more than enough defense buffs, but lack AV killing speed due to low-end Scrapper builds or not enough resistance debuffs.
    I have not really noticed a lack of kill speed lately.....


    Quote:
    When fighting packs of enemies, AoE is all that really matters. Ideal attack chains are pointless with targets dying fast. The important fight for a single-target damage set Scrapper is the AV or EB.
    Very true, but I contend that it is rare that an AV simply stands still and lets you do as you please. They move around, switch aggro, summon, run away, etc, etc.

    The game does a reasonable job of making dynamic fights, and every second spent manuevering in combat wrecks 'the best chain' completely.

    So I go for a bunch of good attacks, memorize the best one, and use it as much as I can, firing other stuff as needed.

    But I'm pretty casual about things, I suppose.
  20. mauk2

    Ok,

    Quote:
    Originally Posted by Kitsune Knight View Post
    Also, if you're going to complain about them, you should also complain about the actual freaking drop rate of PvP IOs. ATM, it's probably easier to get them via A-Merits than PvP.

    ....

    I strongly suspect that the huge majority of PVP IO's are not gained via 'PVP' at all, but rather via AFK pvp farmers.

    A situation which drives me to distraction.

    People who are NOT EVEN AWAKE running overnight farms to get the MOST VALUABLE REWARDS IN THE GAME.

    Yeah, while I am happy that the PVP IO's exists (because I farm them up using tips) it enrages me that people get the same rewards much faster and easier while they're not even LOOKING at the damn game, much less playing it.

    Call it my pet peeve.
  21. mauk2

    Storm Kick DPA

    Heh.

    This confirms my MA attack chain: Storm Kick every time it's up, other stuff when it isn't.


    How do Storm Kick and Mu Bolts compare? Also, how often does the end return on Mu Bolts fire?
  22. (checks market)

    Too much risk for my blood, I'm out.

    Have fun you wacky marketeers!
  23. Quote:
    Originally Posted by Werner View Post
    Ahhhhhh. See the simple things I don't know?

    LOL!!

    (waggles stern finger)

    You should team more often, young man!
  24. Quote:
    Originally Posted by Severe View Post
    yes..another issue

    team make up!....without the right team its utter failure

    I always try to shoot for pentads:

    1 scrapper
    1 tanker
    1 defender
    1 blaster
    1 controller

    Season well with Epics (widows/crabs/khelds) I have seen no content to date that cannot be handled by balanced sets of the core five archetypes.


    Looking hard att hings, I feel that some of the less-played arch's are going to be considerably more attractive: A Defender with damage procs in all attacks AND a hefty nuke?

    Yes, please!


    All the above applies equally to villain archetypes, as well.
  25. Quote:
    Originally Posted by Severe View Post
    like you wont believe...the guards for the avs are very tohit capable.i said something to posi and the rest when i popped all those lucks and got no response to the incredible tohit value of these things..and literally there was only like 11 of them.

    11 robots cut through over 200% defense..not to mention i had over 84% resistance

    if ya aint done it then you'll be surprised on how little posi has made the tankers feel helpful in these trials. frankly it wasnt very fun at all.
    Are you referring to the Victoria's?

    If so, the defense debuffing power of those things is HUGE. One of them can debuff defense about as well as a whole SPAWN of Cimmy's. It's no surprise to me a crowd of them could tear you down, they can cascade fail you super fast.

    Hold them, slow them, kite them, only slug it out if you really have to.