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Posts
2007 -
Joined
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I'm not saying doubling, though without a doubt that would be really, really nice.. I would say maybe add 3 to each set as a 2nd choice. Best I can explain it is picking from the B column.
Not the best examples. But just trying to convey what I am trying to get out here. Using Assault Rifle.
Buckshot can be picked at level 2. Instead of having just buckshot which is an AOE type attack, you could opt for Slug shot. Single target attack with slightly different effect. So in this situation Buckshot is your column A choice and Slug shot is your column B choice.
@Forbin_Project
IF your just going for concept, your absolutely correct. Many choices. But if your incorporating a concept along with some sort of survivability play style. Well then your limited. Because your choices have without a doubt been controlled by powers that offer more survivability. So your not going to take all the Leviathan Mastery power because they look cool ( well you can't either way ).
Further IF your working with IO's then your without a doubt working towards some set bonus goal. So your definitely working within some power constraints based on your needs.
Would having 6 more powers to choose from change that for IO / SO users ? I don't know. It might depending on what you can slot in those powers.
I know on my Earth Rad when I was leveling him I would only log him in when I was sure I was gonna play him and not mess around because they have no attacks and the Ironblade temp power. I picked up Air Superiority just to have a 2nd attack. I would have loved to get some sort of attack from either my Primary or secondary before I got Rocky. My epics consist of attacks. That just took 41 levels to get.
Again just because you have all those choices it does not mean that all those choices are good. Time Bomb I think fits that category. -
Thanks for all the insight. Some good stuff.
I just couldn't think out of the box anymore.. I saved both builds as they are good stuff to look over for other types of builds.. I have a 50 Traps Sonic I will be adjusting to incorporate some of the concepts here.. I'm at cap with him, but I can do better I see now. -
Instead of making new sets. It would be nice to spice up old ones by having choice A or B when leveling up from each primary and each secondary.
I am aware that they made 2 builds available. But I really never hear anyone talk about. The way the game is set up there is not much wiggle room to build a specific character.
What I mean by that is, if your a blaster trying to get some sort of defense cap. It is not like you have 3 choices to decide upon on how to get that defense cap. It is pretty much written in stone which powers you much take to get there or spend 1 billion on inventions or both sometimes, your choice. Nutshell your only going to build that 1 billion toon up once and not spend 2 billion on the same toon for 2 different builds. Granted there a few that might, but those are very,very few and far between.
This idea also helps the short coming of possibly some power sets without really pointing them out. It does not force old players to revamp toons if they don't want. But would now allow old players to use that 2nd build and incorporate these new powers if he or she so wishes. Again without the loss of the old toon specs.
Simple example.
Instead of Ignite you might allow a 2nd option for Build up or Aim.
Instead of Trip mine you have the option to pick a grenade type power. AOE effect but for less damage but recharges faster.
Instead of Power Push from energy you can choose Targetting Drone. Okay sounds crazy, but you get the idea.
I am pretty sure over the years players have come with some great ideas that the devs liked as well. But just did not flesh out to be able to viable in a complete set. This could be a way of introducing new powers to an already existing set.
Again it does not have to be a 1 for one 1 swap. You could have a power choice from column B that could be good for several power slots.
Example: Aim could be swapped for Ignite or Sniper rifle.
Further I think something like this would be less balance issue intensive, since your looking at a few powers to add to a set, where you can say well this new power is good with these 3 old powers but would over power these 2 old powers. Okay so we make the new power the item of choice for those potentially overpowered old ones. Thus negating that possibility.
Roleplay wise, how many heroes and villains have matured over time to discover new powers. Many. Or have made new gadgets. Ironman from Marvel is a perfect example of that.
Again I don't know about anyone else. Myself I usually think up a toon and start working on him in Mids. Then once I think I have a build for some purpose I post up on the corresponding forum and ask players for help. Once I get him to 50 I might play around with him a bit, do some Task forces, etc. But then I am off making another toon or playing another 50 I have. So I am not using that 2nd build as, there are not many choices to make with many AT types. I mean really how many ways can you play a Earth Rad controller.
I hope I made some sense through this rambling. -
I would rework Assault Rifle with as a double primary build.
Simply your allowed 2 power choices for the corresponding levels. This way they can fix Assault Rifle without really fixing it or at least give the appearance of it.
Those who love the old style powers can stick with them and those that don't can respec out to the new power choices.
Instead of buckshot you can pick slug. Single target kb / stun / disorient. Not all 3 effects, I'm just putting out the choices.
Instead of Ignite some sort of aim or build up. Same for Flamethrower
Instead of Full Auto, some sort of Super Flamethrower.
Basically you can mix and match old and new. -
This is what I came up with and I think I might stick with this and just use Luck inspirations before a fight.
I am just defiant to the whole kick, tough and weave thing. I have it in 2 or 3 toons already.
Tactics and Web Envelope will be swapped around.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Pistols- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (7) Decimation - Damage/Recharge
- (37) Decimation - Accuracy/Endurance/Recharge
- (40) Decimation - Accuracy/Damage/Recharge
- (A) Accuracy IO
- (3) Recharge Reduction IO
- (5) Touch of the Nictus - Healing
- (7) Touch of the Nictus - Accuracy/Healing
- (13) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (A) Accuracy IO
- (17) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (5) Positron's Blast - Damage/Endurance
- (13) Positron's Blast - Damage/Recharge
- (19) Positron's Blast - Accuracy/Damage/Endurance
- (25) Positron's Blast - Damage/Range
- (A) Jumping IO
- (A) Positron's Blast - Accuracy/Damage
- (9) Positron's Blast - Damage/Endurance
- (9) Positron's Blast - Damage/Recharge
- (17) Positron's Blast - Damage/Range
- (25) Positron's Blast - Accuracy/Damage/Endurance
- (A) Accuracy IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
Level 14: Health- (A) Healing IO
- (15) Healing IO
- (15) Healing IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (31) Reactive Armor - Resistance/Endurance
- (34) Reactive Armor - Resistance
- (39) Reactive Armor - Resistance/Recharge
- (40) Reactive Armor - Endurance/Recharge
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Endurance Modification IO
- (21) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Endurance Modification IO
- (23) Endurance Modification IO
- (23) Endurance Modification IO
- (A) Red Fortune - Defense/Endurance
- (29) Red Fortune - Defense/Recharge
- (31) Red Fortune - Endurance
- (36) Red Fortune - Defense
- (42) Red Fortune - Defense/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (27) Positron's Blast - Damage/Endurance
- (27) Positron's Blast - Damage/Recharge
- (29) Positron's Blast - Damage/Range
- (31) Positron's Blast - Accuracy/Damage/Endurance
- (A) Recharge Reduction IO
- (A) Red Fortune - Defense/Endurance
- (34) Red Fortune - Defense
- (37) Red Fortune - Defense/Endurance/Recharge
- (40) Red Fortune - Endurance/Recharge
- (42) Red Fortune - Defense/Recharge
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (39) Obliteration - Chance for Smashing Damage
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (36) Efficacy Adaptor - Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Accuracy
- (A) Accuracy IO
- (39) Recharge Reduction IO
- (A) Enfeebled Operation - Accuracy/Recharge
- (42) Enfeebled Operation - Accuracy/Immobilize
- (43) Enfeebled Operation - Endurance/Immobilize
- (43) Enfeebled Operation - Immobilize/Range
- (43) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (46) Enfeebled Operation - Accuracy/Endurance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Thunderstrike - Accuracy/Damage
- (48) Thunderstrike - Damage/Endurance
- (48) Thunderstrike - Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Recharge
- (A) Defense Buff IO
- (50) Defense Buff IO
- (50) Defense Buff IO
Level 1: Brawl- (A) Kinetic Combat - Accuracy/Damage
- (21) Kinetic Combat - Knockdown Bonus
- (36) Kinetic Combat - Damage/Recharge
- (50) Kinetic Combat - Damage/Endurance/Recharge
- (A) Empty
- (A) Empty
Level 6: Ninja Run
Level 12: Chemical Ammunition
Level 12: Cryo Ammunition
Level 12: Incendiary Ammunition
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I was so bummed out I went to test just to respec another toon in disbelief regarding Invis and stealth.
Sadly I started looking at the toughness and weave thing myself. I was really hoping I could get away from going that route. It seems just about any non tank toon needs to go in that direction to get a defense cap going. Again not all, but many.
You know when I started looking at Tactics, Maneuvers along everything else I had going, I really started thinking it was a really cool Group toon.
I have you added defense, added hit, speed, status protection, Heals. Who wouldn't want the toon on a team. But my bubble is broken
I think I got to 41 S/L with Combat Jump and doing the Brawl thing. Will post later today when I get home. -
Thanks for the responses, I need to re-read it a few times to sink in but I got the gist of it. It did help me move over to Maneuvers and Tactics, which seemed tons more group friendly.
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ARRRGGG
I thought Invisibility still gave you the defense bonus but allowed you to attack. Similar to what the other stealth like powers do. If that is the case my build is useless.
Back to the drawing board.. -
Quote:You might be right but I will be honest I'm too chicken to go without it.Never had fitness on a kin and I never will. It's an over kill for something you can provide yourself in combat on que. Numinas and Miracle are just overkill for what you do on your own. Unless you desperately need to regen while your standing around....
will play around with it and see what you have again. I am more about getting Endurance then actually stamina.
I will play around with it and look -
Quote:See and there you go..I'm 90% sure that Numina is an exception, or else you'd see a lot more people slotting it in their ST Heals (or even AoE Heals!).
The big drawback to slotting Numina in a non-constant power is that you need to remember to cast that power every two minutes or else the effect drops.
I think it reiterates my point perfectly. Even if I am saying my build is better, I still don't know it all.
There are many nuances that people need to know and you just cannot learn them in a days time. -
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Further inspection ( Yes, you created a monster ) shows I could take a slot out of Transfusion and Increase Density and drop one each in Bullet Rain and Piercing Rounds.
I could either put a Proc in each or just 6 slot them with the full set of Detonation. Actually as I type this and do another look Positron might even be better for increase recharge and such.
Just goes to show you how crazy you can get with this stuff.
Here is that build. The recharge bonus went up from 111% to 123%
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Pistols- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (7) Thunderstrike - Accuracy/Damage/Endurance
- (37) Thunderstrike - Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Damage/Endurance/Recharge
- (A) Accuracy IO
- (3) Recharge Reduction IO
- (5) Touch of the Nictus - Healing
- (7) Touch of the Nictus - Accuracy/Healing
- (13) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (A) Accuracy IO
- (17) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (5) Positron's Blast - Damage/Endurance
- (13) Positron's Blast - Damage/Recharge
- (25) Positron's Blast - Damage/Range
- (34) Achilles' Heel - Chance for Res Debuff
- (36) Positron's Blast - Accuracy/Damage/Endurance
- (A) Jumping IO
- (A) Positron's Blast - Accuracy/Damage
- (9) Positron's Blast - Damage/Endurance
- (9) Positron's Blast - Damage/Recharge
- (17) Positron's Blast - Damage/Range
- (25) Positron's Blast - Accuracy/Damage/Endurance
- (34) Positron's Blast - Chance of Damage(Energy)
- (A) Accuracy IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
Level 14: Health- (A) Healing IO
- (15) Healing IO
- (15) Healing IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (31) Reactive Armor - Resistance/Endurance
- (39) Reactive Armor - Resistance/Recharge
- (40) Reactive Armor - Endurance/Recharge
- (43) Reactive Armor - Resistance
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Endurance Modification IO
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Endurance Modification IO
- (23) Endurance Modification IO
- (23) Endurance Modification IO
- (A) Red Fortune - Defense/Endurance
- (29) Red Fortune - Defense/Recharge
- (31) Red Fortune - Endurance
- (36) Red Fortune - Endurance/Recharge
- (36) Red Fortune - Defense
- (39) Red Fortune - Defense/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (27) Positron's Blast - Damage/Endurance
- (27) Positron's Blast - Damage/Recharge
- (29) Positron's Blast - Damage/Range
- (31) Positron's Blast - Accuracy/Damage/Endurance
- (46) Positron's Blast - Chance of Damage(Energy)
- (A) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (37) Efficacy Adaptor - Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Accuracy
- (A) Accuracy IO
- (39) Recharge Reduction IO
- (A) Red Fortune - Defense/Endurance
- (42) Red Fortune - Defense/Recharge
- (42) Red Fortune - Defense
- (42) Red Fortune - Defense/Endurance/Recharge
- (43) Red Fortune - Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Thunderstrike - Damage/Endurance
- (48) Thunderstrike - Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Recharge
- (48) Thunderstrike - Damage/Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (50) Red Fortune - Defense/Recharge
- (50) Red Fortune - Defense/Endurance/Recharge
- (50) Red Fortune - Defense
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
Level 12: Chemical Ammunition
Level 12: Cryo Ammunition
Level 12: Incendiary Ammunition
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Quote:I swear sometimes reading these post on these forums is like being in a forum boot camp.The basic rule is that you go for Positional OR Typed Defense. Practically speaking, few non-tanks/brutes/scrappers are going to be able to get all Positions or all Types, so the goals tend to be EITHER S/L softcap (which covers the majority of incoming attacks) OR 45% Ranged / 30% AoE if you stay out of melee.
Going for both positional and typed defense is generally considered to be wasteful.
You're probably living in melee (at least solo) since you have no control and no hover, so a positional defense probably isn't the best approach for you.
On the other hand, you can get Scorp Shield, so a S/L softcap is pretty easy.
Something else to consider is that 45% Def is FOUR times better than 30% Def.
Personally, I stop looking once I hit the S/L softcap because other priorities - like recharge reduction - take precedence, but your approach is interesting and I'm sure it'll be fun.
"Well if you think you can't cut it soldier then ring that bell and say you give up."
"You can't do the push ups recruit ? I'm 10 years older and can do 50 push ups while smoking a cigar ( and you watch as he does )"
Okay after a 10 mile march.
Praying to some unknown god of defense.
Scouring through some 20+ year old Deities & Demigods AD&D book for some answers.
I HAVE REACHED
YES, I WILL SAY IT AGAIN
I HAVE REACHED THE S/L DEFENSE CAP.
Actually this build is much better, as it improved some minor things as well. If you can do better by all means, PLEASE DON'T show me.. It will just break the fat kids heart.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Pistols- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (7) Thunderstrike - Accuracy/Damage/Endurance
- (37) Thunderstrike - Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Damage/Endurance/Recharge
- (A) Accuracy IO
- (3) Touch of the Nictus - Healing
- (5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (7) Touch of the Nictus - Accuracy/Healing
- (13) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (34) Touch of the Nictus - Accuracy/Endurance/Recharge
- (A) Accuracy IO
- (17) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (5) Positron's Blast - Damage/Endurance
- (13) Positron's Blast - Damage/Recharge
- (25) Positron's Blast - Damage/Range
- (34) Achilles' Heel - Chance for Res Debuff
- (36) Positron's Blast - Accuracy/Damage/Endurance
- (A) Jumping IO
- (A) Detonation - Accuracy/Damage
- (9) Detonation - Damage/Endurance
- (9) Detonation - Damage/Recharge
- (17) Detonation - Damage/Range
- (25) Detonation - Accuracy/Damage/Endurance
- (A) Accuracy IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
Level 14: Health- (A) Healing IO
- (15) Healing IO
- (15) Healing IO
- (A) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Recharge
- (39) Reactive Armor - Endurance/Recharge
- (40) Reactive Armor - Resistance/Endurance/Recharge
- (43) Steadfast Protection - Resistance/+Def 3%
- (46) Reactive Armor - Resistance
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Endurance Modification IO
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Endurance Modification IO
- (23) Endurance Modification IO
- (23) Endurance Modification IO
- (A) Red Fortune - Defense/Endurance
- (29) Red Fortune - Defense/Recharge
- (31) Red Fortune - Endurance
- (36) Red Fortune - Endurance/Recharge
- (36) Red Fortune - Defense
- (39) Red Fortune - Defense/Endurance/Recharge
- (A) Detonation - Accuracy/Damage
- (27) Detonation - Damage/Endurance
- (27) Detonation - Damage/Recharge
- (29) Detonation - Damage/Range
- (31) Detonation - Damage/Endurance/Range
- (A) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (37) Efficacy Adaptor - Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Accuracy
- (A) Accuracy IO
- (39) Recharge Reduction IO
- (A) Red Fortune - Defense/Endurance
- (42) Red Fortune - Defense/Recharge
- (42) Red Fortune - Defense
- (42) Red Fortune - Defense/Endurance/Recharge
- (43) Red Fortune - Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Thunderstrike - Damage/Endurance
- (48) Thunderstrike - Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Recharge
- (48) Thunderstrike - Damage/Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (50) Red Fortune - Defense/Recharge
- (50) Red Fortune - Defense/Endurance/Recharge
- (50) Red Fortune - Defense
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
Level 12: Chemical Ammunition
Level 12: Cryo Ammunition
Level 12: Incendiary Ammunition
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I think your falling into what I used to do with IO's. You see all these things ( Procs, Speed bonues, Etc ) and think it would be cool to have in your build.
Here is the issue, you have no defenses. Anytime you pull aggro in a group, you will be dead. This build will make you gun shy, because you will be so scared to drop 2 attacks in a row on the wrong mob(s).
Not saying my build is best, I but I am positive you will do better with the build Wassabi posted or the one I posted in my Thread. Both builds, Wassabi and myself posted have there ups and downs. Personally I like my build a bit better compared to Wassabi build. But either is a decent frame from where to build your own build to your liking.
I would suggest looking at my postings. Simply because I ask a lot of questions and toss out many builds which I have built up to 50. I am not saying look at my postings because of what I am saying. But instead, so you can see what people with good insight are telling me about things I didn't know. Especially in the defender forums building up my Dark Electric, which runs at +1 +8 solo, atm. And its a cheap build. I'm VERY cheap. I would rather spend 200 mil on 2 toons then try to slot one power on one toon with 200 mil as some do.
I think you need to play with mids and understand the game mechanics a bit more.
Perfect example, I believe the +Regen +Recovery you have in Transfusion will benefit the mobs and not you or your group. I learned through other players that IO's with positive procs for players usually have the same effect on the mobs when you put them in attack type powers. Could you imagine that during a AV fight. Again someone could come along and say Numina is the exception. But I don't believe so. -
Quote:I wasn't sure which was the higher dps between pistols and dual wield. I can change that around.Wow, that's a lot of Typed Def! Well done!
I'd push to aim for the S/L softcap before Energy, simply because the majority of attacks are Typed S or L.
I always aim to get a kin to perma-hasten with two applications of siphon speed, and that's usually possible without resorting to purples.
You also skipped Pistols, which is your (natively) highest DPA attack.
Regarding S/L cap and energy that was purely out of my hands. I don't think I have many choices that allow me to work with picking defenses. I did look though to make ranged high as many mention for that to be the first choice of all if you can make only one pick. I will look to see what I can swap around. but I think the options are limited though. -
Looking for some Critique on this build. I feel with one luck inspiration of 12.5% it will get me at Defense cap in almost every defense.
My intention would be to eat one or 2 purples, run into the fight and open up with Fulcrum Shift and All AOE attacks. I can then use Transference to regain my endurance against the survivors. And finally pick off whatever is left. I am doing this at lower levels atm without out FS with limited success and with only SO's. I feel that once the build is fleshed out I will be much better off with the inventions in place.
I picked up grant invis to have access to Invisibility. I tried using Tough and Weave but ended up with lower defense results. So I felt Getting Grant invis and Invis helped me both solo and in a grp and on also give me the defense bonus I was looking for and further assist with speed runs, solo and grped.
I went with Touch of nictus in the heal for the 9% accuracy bonus. I didn't want my kin powers not to hit when I needed them the most. If you read my other threads you can see I am in a bit of a fog regarding hit bonuses listed in mids and game numbers related to hit and accuracy. So figured better safe then sorry till I grasp how much accuracy is enough.
Once money comes available I would replace some of the IO's in heath and stamina with the Unique IOs for better performance increase.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Dual Wield- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (7) Thunderstrike - Accuracy/Damage/Endurance
- (37) Thunderstrike - Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Damage/Endurance/Recharge
- (A) Accuracy IO
- (3) Touch of the Nictus - Healing
- (5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (7) Touch of the Nictus - Accuracy/Healing
- (13) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (34) Touch of the Nictus - Accuracy/Endurance/Recharge
- (A) Accuracy IO
- (17) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (5) Positron's Blast - Damage/Endurance
- (13) Positron's Blast - Damage/Recharge
- (25) Positron's Blast - Damage/Range
- (36) Positron's Blast - Accuracy/Damage/Endurance
- (A) Jumping IO
- (A) Detonation - Accuracy/Damage
- (9) Detonation - Damage/Endurance
- (9) Detonation - Damage/Recharge
- (17) Detonation - Damage/Range
- (25) Detonation - Accuracy/Damage/Endurance
- (A) Impeded Swiftness - Accuracy/Slow
- (11) Impeded Swiftness - Range/Slow
- (11) Impeded Swiftness - Endurance/Recharge/Slow
- (34) Impeded Swiftness - Chance of Damage(Smashing)
Level 14: Health- (A) Healing IO
- (15) Healing IO
- (15) Healing IO
- (A) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Recharge
- (39) Reactive Armor - Endurance/Recharge
- (40) Reactive Armor - Resistance/Endurance/Recharge
- (46) Reactive Armor - Resistance
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Recharge Reduction IO
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Endurance Modification IO
- (23) Endurance Modification IO
- (23) Endurance Modification IO
- (A) Red Fortune - Defense/Endurance
- (29) Red Fortune - Defense/Recharge
- (31) Red Fortune - Endurance
- (36) Red Fortune - Endurance/Recharge
- (36) Red Fortune - Defense
- (39) Red Fortune - Defense/Endurance/Recharge
- (A) Detonation - Accuracy/Damage
- (27) Detonation - Damage/Endurance
- (27) Detonation - Damage/Recharge
- (29) Detonation - Damage/Range
- (31) Detonation - Damage/Endurance/Range
- (A) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Eradication - Damage
- (33) Eradication - Accuracy/Recharge
- (33) Eradication - Damage/Recharge
- (33) Eradication - Accuracy/Damage/Recharge
- (34) Eradication - Accuracy/Damage/Endurance/Recharge
- (43) Eradication - Chance for Energy Damage
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (37) Efficacy Adaptor - Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Accuracy
- (A) Accuracy IO
- (39) Recharge Reduction IO
- (A) Red Fortune - Defense/Endurance
- (42) Red Fortune - Defense/Recharge
- (42) Red Fortune - Defense
- (42) Red Fortune - Defense/Endurance/Recharge
- (43) Red Fortune - Endurance/Recharge
- (43) Red Fortune - Endurance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Thunderstrike - Damage/Endurance
- (48) Thunderstrike - Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Endurance
- (50) Thunderstrike - Damage/Endurance/Recharge
- (50) Thunderstrike - Accuracy/Damage
- (A) Red Fortune - Defense/Endurance
- (50) Red Fortune - Defense/Endurance/Recharge
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
Level 12: Chemical Ammunition
Level 12: Cryo Ammunition
Level 12: Incendiary Ammunition
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I posted up on the Corruptors forums, but it seems someone felt I might get a better answer here in the Scrapper Forum, since Scrappers have been playing with this power much longer then Corruptors.
I am looking to free up some slots and was wondering about Focus Accuracy from the Mace Mastery Epic Pool.
Looking at some of the accuracy scores with Focus Accuracy active in mids. For example Fulcrum Shift - 2 Accuracy, 1 Range and 1 Recharge all level 50 IO's. Total accuracy 293 percent.
With only 1 accuracy it drops down to 245.7 Percent.
With NO accuracy and just Focused Accuracy it drops down to 196.7 Percent.
These scores of course include set bonuses also, and not just plain FA and FS slotted.
I know that mobs, Bosses, Elite Villains and AVs can hit you with hit debuffs.
My simple question is what hit accuracy score is a safe range to be at without failing to hit ? If there is such.
__________________________________________________
Paragon Wiki http://paragonwiki.com/wiki/Limits#Minimum_ToHit
Copied from Wiki for simplification
Maximum ToHit
All players and critters have a maximum ToHit that varies from +95% at level 1 to +200.35% at level 50 (and, for critters, up to +211.10% at level 55). Counting against these maximums, however, is the innate +75% that all players get and the +50% that all critters get as part of the game's internal basic attack mechanics.
_________________________________________________
I am having issues understanding the max listed in the wiki and the scores listed in the Mids builder.
Am I to understand that anything above the 200.35% is over kill ? So in my explanation above Mids is showing 293% but the game is just seeing 200.35% ?
Or do I have a 293% and once the game calculates the debuffs from the mobs the most I can have is 200.35%? So if a boss drops a 25% debuff ( Darkest Night 6 slotted with Hit Debuff ) on me making my total hit { Pause while I pulled out the calcuator } 293% - 25% = 268% . Does the game now just automatically drop my hit total down to 200.35% because I am beyond the game limit ?
I know the explanation above me somewhat does not make sense, because what would be the point of having a " LIMIT" if your getting calculated on scores beyond that limit. I am seeing it in Mids Hero builder so I am thinking they might know more then me on these matters.
IF I have a 293 before debuffs are calculated, then my question is what is a safe Hit total to have ?
Is there a standard hit debuff value each mob puts out or is assigned, if they have a debuff attack ? EG do LT drop a 20% debuff, Bosses 40% debuff, Elite 60%, and then finally AVs dropping a 80% debuff ? This of course would make it easier as I would just adjust for the greatest debuff I would encounter. I didn't see anything in the Wiki as to the max hit debuff a mob can put out, this is why I am asking this over complicated question. -
Quote:As a Kin endurance is not an issue. But regardless of your personal opinion regarding the power, I am more interested in the Accuracy it is adding and where is the limit on players accuracy bonus as I mentioned.FA is a complete and utter waste of a power for PvE. High base endurance cost for little benefit except tohit debuff resistance.
I will do as Harkness mentioned and head over to a different forum and see if someone there might have an answer. -
I am looking to free up some slots and was wondering about Focus Accuracy from the Mace Mastery Epic Pool.
Looking at some of the accuracy scores with Focus Accuracy active in mids. For example Fulcrum Shift - 2 Accuracy, 1 Range and 1 Recharge all level 50 IO's. Total accuracy 293 percent.
With only 1 accuracy it drops down to 245.7 Percent.
With NO accuracy and just Focused Accuracy it drops down to 196.7 Percent.
These scores of course include set bonuses also, and not just plain FA and FS slotted.
I know that mobs, Bosses, Elite Villains and AVs can hit you with hit debuffs.
My simple question is what hit accuracy score is a safe range to be at without failing to hit ? If there is such.
__________________________________________________
Paragon Wiki http://paragonwiki.com/wiki/Limits#Minimum_ToHit
Copied from Wiki for simplification
Maximum ToHit
All players and critters have a maximum ToHit that varies from +95% at level 1 to +200.35% at level 50 (and, for critters, up to +211.10% at level 55). Counting against these maximums, however, is the innate +75% that all players get and the +50% that all critters get as part of the game's internal basic attack mechanics.
_________________________________________________
Am I understanding that anything above the 200.35% is over kill ? So in my explanation above Mids is showing 293 but the game is just seeing 200.35% ?
Or do I have a 293% and once the game calculates the debuffs from the mobs the most I can have is 200.35%? So if a boss drops a 25% debuff ( Darkest Night 6 slotted with Hit Debuff ) on me making my total hit { Pause while I pulled out the calcuator } 293% - 25% = 268% . Does the game now just automatically drop my hit total down to 200.35% because I am beyond the game limit ?
I know the explanation above me somewhat does not make sense, because what would be the point of having a " LIMIT" if your getting calculated on scores beyond that limit. I am seeing it in Mids Hero builder so I am thinking they might know more then me on these matters.
IF I have a 293 before debuffs are calculated, then my question is what is a safe Hit total to have ?
Is there a standard hit debuff value each mob puts out or is assigned, if they have a debuff attack ? EG do LT drop a 20% debuff, Bosses 40% debuff, Elite 60%, and then finally AVs dropping a 80% debuff ? This of course would make it easier as I would just adjust for the greatest debuff I would encounter. I didn't see anything in the Wiki as to the max hit debuff a mob can put out, this is why I am asking this over complicated question. -
At a minimum for a solo type player it is a absolutely great way to get on a team. Speaking the obvious here, but putting it out here for a new comer that might not know. Teams 10 to 20 levels higher will give you an invite just because you have speed boost. I shamelessly plug it in my comments so people know I have speed boost. And as any good SB dealer I get repeat customers.
Again it's all subjective to what you want to do. Myself personally, would like to be part of a team leveling and not being solo. I can solo anytime. It's not a race to 50 persay, but I do want to get experience when I log in.
I wish every AT type had some gimmick like Kins do with Speed Boost to make them really, really wanted on a team. -
I tend to loose sight sometimes.... Okay maybe it's just about every time I jump into the using of IO's for a build
I get the gist of using them to get to the defense soft cap in all / some of the defense categories. But sometimes I find it difficult even to get one thing slotted to defense soft cap limit. EG DP Kin Corruptor. I then went away from trying and then started slotting some sort of Proc IO in many of the attacks. Dam resistance debuffs, Stuns, holds and damage procs.
But again I start to wonder am I doing it right. So I figured I would pose the question here in hopes other could respond and give some of the insights they have learn for myself and others who sometimes wonder 3 hours into some mids build, " What the heck was I doing with this character ?"
I guess I am wondering when is it wrong to put too many procs in attack powers ? Or is it wrong to start placing 1 proc in a 6 slotted attack ?
Should you always try to cap at least one defense ?
Do I really, really need to pickup Tough, Weave and Combat jump to get the defense cap? I really want something different then the other guy build wise.
When is too much recharge too much ? Is there a recharge rate each AT type is should be targeting to get ?
Over the course of a few months, these are the things I learned from posting builds up for advice.
1. That +endurance proc in my attack is helping out the mobs not me.
2. If you can only get one category maxed for defense go for Ranged as its the most commonly used one.
I would imagine many have some good insights that probably get passed along when asked in a build but then become obscured as the thread drops down to the 15th page the following week.
I'm hoping we could get enough info that at a minimum some could cut and paste to use as a rule / guide when creating characters with IO's -
I have a Robot FF MM at 50. I currently have Force bolt to pretty much push melee mobs away from me and the bots as needed. I read that Repulsion Bomb is a KNOCKDOWN and possible disorient. It seems interesting and better in several ways compared to Force bolt.
But wanted to get some feedback from someone else who might be using it or tried it. -
Hey thanks for all the great responses. I get the concepts of doing the builds but I never played a Brute before. And of course out of many of the choices I end up picking one of the most high endurance builds.
I never thought about the IO choices in terms of Nuke type IOs as Twilight Snow pointed out. I'm learning something new every day with these builds which is cool.
I will repost a fix build as recommended
EDIT
I'm sorry, it's my fault Twilight Snow picked Stamina at that level. I just tossed the build together with the powers I wanted or needed and not really looking at what levels the powers where put in. Nonetheless the builds everyone posted are on spot and much better without a doubt.
This is a great thread for those looking to learn on what to do and not to do with a build. -
Playing around with a War Mace / Shield Defense build since many are running around with Demons.
I capped out Defense but I have no clue on Brutes or War Mace, and only slightly informed on Shield Defense.
I am not coming from a lot of money and figured I would save merits for the high end stuff. EG the IOs in health and such. Stealth was my magic key to getting me to Defense Cap. I have 7 slots left over to play with but not sure where even to go with them. Clobber is pretty much empty but not sure if I should go DPS or Taunt with it.
Anyone with some insight would be greatly appreciated
Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: War Mace
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Villain Profile:
Level 1: Pulverize- (A) Razzle Dazzle - Accuracy/Recharge
- (17) Razzle Dazzle - Endurance/Stun
- (43) Razzle Dazzle - Accuracy/Endurance
- (43) Razzle Dazzle - Stun/Range
- (43) Razzle Dazzle - Accuracy/Stun/Recharge
- (45) Razzle Dazzle - Chance of Immobilize
- (A) Defense Buff IO
- (48) Defense Buff IO
- (48) Defense Buff IO
- (A) Touch of Death - Accuracy/Damage
- (3) Touch of Death - Damage/Endurance
- (3) Touch of Death - Damage/Recharge
- (13) Touch of Death - Accuracy/Damage/Endurance
- (15) Touch of Death - Damage/Endurance/Recharge
- (17) Touch of Death - Chance of Damage(Negative)
- (A) Red Fortune - Defense/Endurance
- (5) Red Fortune - Defense/Recharge
- (5) Red Fortune - Endurance/Recharge
- (11) Red Fortune - Defense/Endurance/Recharge
- (13) Red Fortune - Defense
- (48) Red Fortune - Endurance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (9) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (11) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Trimuphant Insult - Taunt
- (50) Trimuphant Insult - Taunt/Recharge
- (50) Trimuphant Insult - Chance to Disorient
- (A) Doctored Wounds - Heal/Endurance
- (45) Doctored Wounds - Endurance/Recharge
- (46) Doctored Wounds - Heal/Recharge
- (46) Doctored Wounds - Heal/Endurance/Recharge
- (46) Doctored Wounds - Heal
- (A) HamiO:Cytoskeleton Exposure
- (15) Empty
- (A) Accuracy IO
- (A) Endurance Reduction IO
- (A) Obliteration - Damage
- (19) Obliteration - Accuracy/Recharge
- (19) Obliteration - Damage/Recharge
- (21) Obliteration - Accuracy/Damage/Recharge
- (21) Obliteration - Accuracy/Damage/Endurance/Recharge
- (42) Obliteration - Chance for Smashing Damage
- (A) Defense Buff IO
- (50) Defense Buff IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (23) Reactive Armor - Resistance/Endurance
- (23) Reactive Armor - Resistance/Recharge
- (25) Reactive Armor - Endurance/Recharge
- (25) Reactive Armor - Resistance/Endurance/Recharge
- (34) Reactive Armor - Resistance
- (A) Red Fortune - Defense/Endurance
- (37) Red Fortune - Defense/Recharge
- (39) Red Fortune - Endurance/Recharge
- (40) Red Fortune - Defense/Endurance/Recharge
- (40) Red Fortune - Defense
- (40) Red Fortune - Endurance
- (A) Eradication - Damage
- (27) Eradication - Accuracy/Recharge
- (27) Eradication - Damage/Recharge
- (29) Eradication - Accuracy/Damage/Recharge
- (29) Eradication - Accuracy/Damage/Endurance/Recharge
- (31) Eradication - Chance for Energy Damage
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (31) Healing IO
- (31) Numina's Convalescence - Heal
- (A) Eradication - Damage
- (33) Eradication - Accuracy/Recharge
- (33) Eradication - Damage/Recharge
- (33) Eradication - Accuracy/Damage/Recharge
- (34) Eradication - Accuracy/Damage/Endurance/Recharge
- (34) Eradication - Chance for Energy Damage
- (A) Eradication - Damage
- (36) Eradication - Accuracy/Recharge
- (36) Eradication - Damage/Recharge
- (36) Eradication - Accuracy/Damage/Recharge
- (37) Eradication - Accuracy/Damage/Endurance/Recharge
- (37) Eradication - Chance for Energy Damage
- (A) Endurance Modification IO
- (39) Performance Shifter - EndMod
- (39) Performance Shifter - Chance for +End
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Defense Buff IO
- (A) Endurance Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
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