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Long ago, I built a 'no debuff, just buff' challenge faction in AE, and presented it in my mission 209245. (Yes, they do have some debuffs too, but not much.)
It runs like this:
With small numbers of bad guys, the internal buffs they can generate are small, and they are fairly easy.
With large numbers of bad guys, the buffing mobs get all the enemies buffed, and they turn into beasts. BEASTS I TELL YOU.
An EB is fairly easy. And EB who has been buffed to have a 90 percent chance to hit and 90 percent resists to all...is not easy, even for a full team. Several of these get downright scary.
That being said: The rewards for defeating such enhanced foes should be commensurate with effort!
Also:
In Praetoria, you introduced the concept of 'neutral but attackable' foes with the yellow cons.
THIS IS A HUGE ADVANCE. Please utilize this moving forward. Have three-way encounters with 'uneasy allies'. They help you, until/unless you attack them, and then they attack you right back.
This gives a very badly needed downside to AOE damage, as well as staggering the aggro times. -
Polyvalent?
I'll assume you mean multi-talented.
The build as presented is not bad: It will serve you well.
That said, I could see some room for some tweaks and improvements: I left much of the build alone, swapped flight for leaping, wedged in the leadership pool for maneuvers.
With the healthy to-hit debuff of RTTC, you're softcapped to S/L now, and darn close on the rest. You have more than decent...er...everything. I moved the superior half of the ATO to Swoop, and your attack chain is gonna likely settle into swoop/cleave/pendulum. You have the end recovery to sustain that monster, provided you work Strength of Will as much as it's up, which honestly, you should do anyway.
Swoop/cleave/pendulum is going to 'feel' ponderous, but trust me.
See what ya think:
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Hanak: Level 50 Technology Brute
Primary Power Set: Battle Axe
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Chop -- BrutesF-Acc/EndRdx/Rchg(A), BrutesF-Acc/Dmg(7), BrutesF-Dmg/Rchg(7), GS-Acc/Dmg/End/Rech(9), GS-Acc/End/Rech(9), GS-Dam/End/Rech(11)
Level 1: High Pain Tolerance -- Panac-Heal(A), Panac-Heal/EndRedux(3), Panac-Heal/Rchg(3), GA-3defTpProc(36), S'fstPrt-ResDam/Def+(46)
Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13)
Level 4: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15), Ksmt-ToHit+(15)
Level 6: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(21), GSFC-ToHit(39), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48)
Level 8: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19)
Level 10: Swoop -- SBrutesF-Rech/Fury(A), SBrutesF-Acc/Dmg/Rchg(11), SBrutesF-Acc/Dmg/EndRdx/Rchg(34), GS-Acc/Dmg/End/Rech(37), GS-Acc/End/Rech(37), GS-Dam/End/Rech(37)
Level 12: Indomitable Will -- LkGmblr-Rchg+(A), S'dpty-Def(25), S'dpty-Def/EndRdx(45)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/Rchg(17), Numna-Heal/EndRdx(23), DarkWD-ToHitDeb(25), DarkWD-ToHitDeb/EndRdx(27), DarkWD-ToHitdeb/Rchg/EndRdx(27)
Level 18: Whirling Axe -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Dmg(40), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(21), P'Shift-EndMod/Acc(39)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Boxing -- Empty(A)
Level 26: Cleave -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(50)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(46), Mocking-Rchg(46)
Level 32: Pendulum -- Oblit-%Dam(A), Oblit-Dmg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Rchg(43)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Strength of Will -- Aegis-Psi/Status(A)
Level 41: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam/Rchg(48)
Level 44: Superior Conditioning -- P'Shift-End%(A)
Level 47: Physical Perfection -- Mrcl-Rcvry+(A)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Mako-Acc/EndRdx/Rchg(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 -- Numna-Regen/Rcvry+(A), Numna-Heal(5), Numna-Heal/Rchg(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
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Looking this over, is spring attack damage bugged on my machine's mids? I show it doing triple the damage of lightning rod....
That seems a bit excessive. -
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Quote:I suggested a while back, that scrapper criticals should be tweaked a bit.darn I wasted that crit on the guy who was almost down. And my first proper stalker is just coming up, but on a stalker the random criticals feel insignificant compared to the "generated" ones.
The simplest way would be to double the critical percentage chance, but criticals can only fire when the bad guy is above 49 percent health. The mechanism to tie an effect to a foes health already exists, so why not? This makes criticals more effective by reducing wastage damage.
A more sophisticated version makes scrapper criticals stop firing when a target's hit points fall below a certain level, say, 10 hitpoints per level. Yes, this stops crits against minions, but really, do you NEED those? To compensate, the critical chance is increased by a hefty amount, say, increased to a base 45 percent chance versus 10. (I pick that number, 45 percent, to keep the total number of criticals about the same, since all the ones that used to hit minions are now concentrated on healthy lt's and bosses. It may need to be tweaked with maths. MATHS!!)
This makes scrappers more damaging against lt's, a bit, much more damaging against bosses and higher, but a bit less effective against minions. An overall boost, but not overpowering in any way, and it for sure would be different.
Just my two cents! -
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Anecdote:
I have a claw/inv scrapper that I rolled up prior to issue one. I have played that toon to death, even through the debacles of all the nerfs. (tele-scrapping. bleaaahh)
I rolled up a claw/inv brute when the games got merged. I have since leveled it to 50 and got a good build on it.
I've run them both a LOT, both with good to great builds, and the brute is the better toon.
If you don't believe my obviously unscientific methods, do it for yourself. There's lots of combos to choose from. The only scrappers that have any noticeable edge over any brute build are the ones that gain lots of pseudopet damage. I love me my elec/elec, for example. -
Quote:Hi Everyone!
Up till now, I have been playing scrappers only. This weekend, x2 XP weekend, I decided to make 2 brutes. I went with a fire/fire, got her up to 31, and then went with a elec/sd brute and took her to 34. Now, I still have Sunday left for x2 XP, but now I am hearing that the elec/sd scrapper does more damage than the brute version.
So, did I make a mistake?Should I re-roll my character as a elec/sd scrapper? I know this is a Scrapper forum, but try to be objective.
I want to be survivable sure, but I also want to come up on a large mob and just knock them all over with Lightning Rod.
Also, if you have any great builds for the elec/sd scrapper or brute, I am very interested since they seem to be scarce when I search for them.
Thank you in advance...
The difference is this.
Both shield charge and lightning rod do their damage based not on YOUR stats, but on a 'pseudo-pet' that the power summons. The reason this matters is, all pets are capped at 400 percent of base damage.
Scrappers have a damage modifier of 1.125, while brutes have a damage modifier of 0.75. This is offset by the fact that scrappers cap at 500 percent, while brutes cap at 775 percent.
HOWEVER. The AT scalar mods also apply to the pseudo-pets.
So, in buff-intensive situations, when you hit the 400 percent pet cap, the scrapper shield charge and lightning rod does 100*1.125*4 = 450 damage (picking a number outta the air.)
In the same situation, the brute does 100*0.75*4=300 damage.
Yes, the scrapper does a more intense alpha strike, IF you hit the pet cap. The brute is considerably more durable.
For this combo (a heavy pulse damage build), even though the alpha strike is not terribly frequent, the difference heavily favors the scrapper. -
Quote:Thanks for all the responses guys. I made a MA/SD guy for now. But what moves are the core powers, and which ones are skippable? I plan on making a DM/DA guy soon too, so help on that is appreciated. Also need a bit of help on slotting. Never ran any of these before.
ma/sd is an excellent combo.
I'd skip crane kick and eagle claw. Mix and match the rest as you like, but be sure to take storm kick, it's VERY nice.
If you are happy with your aoe from shield charge and dragon tail, get body mastery. I find ma/sd to be fairly end heavy, and being able to slot two more performance shifter procs makes a BIG difference: Your Mileage May Vary.
If you want more AOE, choose a thematically appropriate epic, or, take spring attack from the leaping pool. Spring attack/shield charge/dragontail is a surprisingly potent combo, especially if you pop a focus chi after the spring attack.
What slotting advice are you asking for? I'd advise you to tinker something together in Mid's and toss it up for people to sniff over. -
Quote:Sure.The post you quoted when you said you buy recipes was specifically talking about Common IOs, so it's reasonable to assume that you were, too.
Quote:Assuming that that's the case, you're spending approximately double on the crafting cost alone, and a similar amount to the crafting cost if you buy the recipe from the crafting table or on the market at near-vendor costs. Why wouldn't you get the memorization badge and cut your expenditures by 50-75%?
In the niches I work the most, I'm already running at margins from 150-2,000+ percent. I'm content with that.
I also dislike badging. -
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Export both builds using Titan Network, post them here, let's see what ya got.
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Ok, that toon has a hella cool name.
I tinkered a bit. I had to drop some things to pack in the fighting pool. I replaced unstoppable with Conserve Power, to keep that 'surge of might' thing you like, you can hit that instead.
You're capped to S/L and have plenty of everything else. If you get the Tanker ATO proc, I'd recommend you slot it in punch or hurl, whichever you use more, along with 5 pieces of a purple set. (I'd lean hurl, personally.)
Dull Pain is perma and you're capped to hit points. This build loves Agility.
The order of powers is jacked up, I just crammed in stuff to give you a framework to aim for.
This will perform like a beast. I hope you will like.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Maiden Canada: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5), GA-3defTpProc(46)
Level 1: Jab -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg(34), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(50)
Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(25), GS-Acc/Dmg/End/Rech(25), GS-Acc/End/Rech(29)
Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9)
Level 6: Haymaker -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Acc/Dmg(31), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(34)
Level 8: Dull Pain -- Panac-Heal(A), Panac-Heal/EndRedux(9), Panac-EndRdx/Rchg(11), Panac-Heal/Rchg(13), Panac-Heal/EndRedux/Rchg(48)
Level 10: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(13), Aegis-ResDam/Rchg(15)
Level 12: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(46)
Level 14: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19)
Level 16: Taunt -- Mocking-Taunt/Rchg/Rng(A)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(21), LkGmblr-Rchg+(23)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), GS-Acc/Dmg/End/Rech(37), GS-Acc/End/Rech(37)
Level 22: Fly -- Flight-I(A)
Level 24: Boxing -- C'ngImp-Acc/Dmg/EndRdx(A)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 32: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(34)
Level 35: Hurl -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(37), Apoc-Dam%(39), Apoc-Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40)
Level 38: Foot Stomp -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Dmg(40), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(50), Oblit-Acc/Dmg/Rchg(50)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Radial Paragon
Level 50: Reactive Radial Flawless Interface
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Level 2: Swift -- Flight-I(A), Flight-I(43)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43), P'Shift-EndMod/Rchg(48)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:...ohhhh, I see what I did. Sorry for the confusion.Yeah but if you read the thread, that ITF was not done +4x8. And when he tried it...wasn't pretty.
I never said that the thread posted was about the crab. That one was about brute builds, because they're probably closer to a tanker's runs. And a solo master run is impressive in lots of ways. Hell, I think Iggy did a solo MoITF with no temps and no inspirations, YEARS ago.
Here is the thread where the crab solo'ed the itf at 4x8:
http://boards.cityofheroes.com/showt...highlight=solo
Looks pretty attractive to me!No, not a master run, but that's what Tanks are for.
Pretty sure you'd have to use pets to pop Rommy.... Depending on your build, might have to kill the healer or the dps'r first, too.
But it's very doable, I'd say. -
Quote:Linea Alba did a 4x8 solo on a crab, so I'm sure a high-damage tanker build could do it as well with Incarnate powers.Okay with pet i can see its possible, but no way my sd/ss will make it without... Such a pity
Aight thanks for saving me dozens of hours
Top-end brute builds solo stuff like this with ease, for example:
http://boards.cityofheroes.com/showt...light=solo+itf -
Quote:Heh wow, I wasn't keeping up with that during the beta and assumed that that result was in error. If brutes are meant to be at 100% fury with no effort now, uhhh, maybe scrappers do need buffs? Me, I'd nerf that proc.
Brutes are solidly back to parity damage-wise with Scrappers, and still have the solid lead in hit points and the crushing lead in Resistance.
And yes, my two favorite brute builds, claw/inv/body and fire/wp/soul are both massive performers.
ss/fa/mu is still the "omgwtfbbq" combo, though.
Brutes are better. Ehn. I'm used to it. -
Quote:Why would I lie to you?OMG serious???? I read in the beta thread that it does nothing. So is it just claws and the ATO or any set with ATOs?
YOU'RE the Evil one.
And yes, the Brute ATO proc is in a close race with the stalker one for the Most Awesome, with the Tanker proc a distant third and everything else in a pile-up of wretched mediocrity waaaaay back behind those three.
Brutes Are Better. It's not even close any more. -
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Quote:Due to the pet damage cap, Lightning Rod is most effective on a Scrapper. If you want to do electric melee, I'd point you at a scrapper.My goal for this new brute is trying to be a decently powerful, all-around brute for spawns, possibly AVs, can tank when he needs to, and possibly some PvP encounters with friends(Though this certainly isn't the focus). What powersets should I be looking at for this sort of thing?
Given that you want an all-round generalist, I'd point you at an 'opposites attract' build: Namely, a strongly defensive secondary combined with a strongly offensive primary, with balanced offense/defense epics and incarnates.
Specifically, I'd point you at a fm/wp/soul brute. It doesn't do the most damage. But it does a lot of damage. It isn't the toughest. But it is very very tough.
More importantly, it can do just about anything you want to, at a good clip. It has many internal synergies between the powers that serve to increase the power of the build steadily all the way through the leveling curve, while never being 'weak' at any point.
You will like it. -
Quote:The new Brute ATO proc lets you maintain 100 percent fury again, pretty much indefinitely, from what I can tell.Can you expand on this one a bit? I love claws on a scrapper but since the fury changes I did not want to put time into a brute for this. How is the brute version better?
So, uh, yeah. Brutes are better. -
Why don't you post your best effort, and let people critique what you come up with?
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Quote:Here:I'm also very curious what to do with Siphon Life... what kind of enhancements would get the most damage/healing and a decent amount of accuracy out of that power?
http://boards.cityofheroes.com/showt...ht=siphon+life
That's the most comprehensive 'guide' to Siphon Life I've seen. It gives slotting options from the simple to the truly mad.
I would personally point you at the '4 Kinetic Combat and 2 Touch of the Nictus' combo. It's solid and gives you a lot of things you want on a dm/sd.
Of course, the monstrous purple/quads/hamios frankenslot has a lot to love.... -
Quote:You didn't lose half your bonuses. You got the first two bonuses TWICE.Not having played with ATOs in beta, I bought a bunch of super packs to give it a whirl.
I was lucky enough to get most of the scrapper ATO set, which was better than what I had slotted, so I bought the rest of the set and slotted it. Yay! Great bonuses!
I'd also gotten 3 catalysts in my super packs.
I went to combine with my slotted scrapper set... Only to find that once I did, I LOST HALF MY BONUSES because the combined superior ATO is counted as an entirely different set.
This is counter-intuitive to say the least. There are no other enhancement sets which behave this way. Nor was there any kind of warning.
I was quite angry at having spent not only real world money but lots of inf and time to slot the set only to screw it up.
I suspect I will not be the only one who makes this costly mistake.
Given how good those bonuses are, this is TOTALLY WORTH IT.Indeed, this approach is one of the two ways I recommend using the ATO's, good for you!
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Quote:(sigh)SS needs to be nerfed. It has needed to be nerfed for most of the life of the game and the fact that it hasn't been is in my opinion the source of the most severe balance issues still extant. The fact that you have to propose huge buffs to a handful of ATs as an alternative to nerfing SS should be illustrative of the problem. By the same token the game has done fine even with the noisy, smelly elephant in the room that is SS so one could argue in favor of the status quo.
Okay, if you're gonna go there....
Super Strength is fine on tankers. The lower damage cap and base damage on a Tank make it right in-line with what it should be.
However.... Brutes are better. Nobody seems to like it when I say that.
And to be honest, the issue is even more complex than that. I point you humbly to stone melee. I feel that rage+fury is the root of the issue, exacerbated by inspiration drop rates.
What's that Lassie? Stacking buffs are causing issues?
The biggest issue in the game right now (in my opinion) is the way buffs stack ad-nauseum. The Dev's aren't gonna put in diminishing returns on buffs/debuffs, so how ELSE do you address this?