planet_J

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  1. Quote:
    Originally Posted by LaosRansley View Post
    I only need the farm build... if staff/regen farming is possible
    It's possible to farm, and staff has decent AoE, but you're better off with something that hits harder and has more offense from the secondary powerset.

    Even if you don't like Fire, there are sets that have damage auras that would work well for farming when paired with the right offensive powerset. Electric Armor and Dark Armor come instantly to mind. Bio Armor which is coming soon would be a good one as well for you.

    If you want to farm quickly...there are likely about 3-4 offensive powersets you want to look into pretty hard...

    Titan Weapons is going to be lots of AoE and VERY good damage...though it takes a lot of Endurance to run it...

    Super Strength is going to be one great AoE in Footstomp, and some good ST damage with Knockout Blow and Haymaker. This also takes a fair amount of endurance to run...and it's damage self buff can be made to stack so you can get it's bonus twice, though it does have a mild crash when it wears off.

    Fiery Melee is going to be good for farming as it does good damage and has lots of AoE powers that can make it easy to take down mobs en masse. The endurance cost on the AoE powers is a bit above average.

    Claws has several good AoE attacks that perform high damage...and it is excellent for ST damage should you ever decide you want to do more than farm. It's inherent endurance cost is moderately low, so it takes less endurance to run it.
  2. Quote:
    Originally Posted by Rylas View Post
    You use that phrase a lot like it's a golden ticket; WAI. Just remember, there have been many things that were WAI that players found imbalanced and through constructive feedback were able to bring into a more balanced form. Invincibility comes to mind. Aggro being without a cap. Hitting more than 15 targets with AoEs. And that's just a small part of the list, I'm sure.

    WAI does not equate to being free of ever being changed.
    Some of those things likely shouldn't have been changed honestly...but people complaining too much opens a "pandora's box" if you will...once it's open, you can't close it back. So, likely many people "pointing out balance issues"...got exactly what they foolishly wanted...or the inverse of their true desire. Either way, it has added to the evolution of the game to this point...just because you think some of those things are more "balanced" now...there have been a few suggestions in this thread alone about undoing some "balance".

    Sometimes change is good...other times it is to the detriment of the experience. Be careful what you wish for is the best mantra to have in matters such as these...because you never really get exactly what you want...it's usually a compromise...and one you're luke warm about at best.



    Quote:
    Stop equating balancing to nerfing. If people bring it up, you're better off just ignoring it rather than bringing more attention to it. I think that's what Starsman was trying to say. If people feel one AT is encroaching on Tanks strengths to the point of being too much, you should just assume that eventually the topic of limiting they're ability to do so will come up. The only thing you have to fear is if the devs think it has weight, which you obviously have an answer to.
    "Balancing" is either a nerf or a buff...if it isn't a buff...it's a nerf...and asking to reduce the capability of one AT to fix some phantom issue that a few people who play another one "think" exists...is precisely a nerf...and an unnecessary one at that. Can the primary fans of this AT not find something constructive to adjust it and make it more to their liking without making serious changes to the other ATs?

    If you can't that's fine...Maybe just delete the Tanker AT all together, and consolidate all Tanks into Brutes by conversion of values and call it good. Have the only outstanding sets that were not yet proliferated to brutes carried over before the changes take effect...then you won't have to level a brute up to 50...since that's likely the only thing stopping most of the ones complaining about it from playing a brute, if half of what they say is true I can't imagine why all the other ATs haven't ceased getting playtime with brutes in the mix...but I guess they are all wearing rose colored glasses...cause I don't see it.


    Quote:
    I doubt this thread is going to convince the devs one way or the other if they want to touch Tanks. There was never a promise of it, and I doubt they haven't come up with their own ideas anyway. I'll agree with what has been said by others. Tanks aren't broken. And I've said I'm not worried if they get anything done. But not being broken doesn't mean they still can't be improved, so I'm glad people are brainstorming. Whether I like their ideas or not.
    Look at all the blaster threads...but they had constructive focused criticism and feedback about real issues that effected the AT, they didn't call for nerfs to anything or anyone (at least not en masse, like this thread)...just changes...completely different mindset I suppose.



    Quote:
    You should really avoid using the forums as a form for taking consensus. It's just the people that like being vocal. That doesn't mean I represent populations accurately. And for the record, I've been playing Brutes more than Tanks and I'm willing to admit there's a balance issue. Whether it will get touched so far along doesn't seem likely, but that doesn't mean I can't admit it's there.
    I think the adjustments and emphasis make all the point I need to here...
  3. The Fury proc actually works a little better in Follow Through...

    Other than that pick your poison
  4. Here's a staff/dark armor build you might like...

    It's as close as I could get to positional softcaps: 45.9% M/44.7% R/43.4% A

    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sheer Terror: Level 50 Mutation Brute
    Primary Power Set: Staff Fighting
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Precise Strike -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(45), Mako-Dmg/Rchg:50(45), Mako-Acc/EndRdx/Rchg:50(46), Mako-Acc/Dmg/EndRdx/Rchg:50(46), Mako-Dam%:50(46)
    Level 1: Dark Embrace -- Aegis-ResDam:50(A), Aegis-Psi/Status:50(3), Aegis-ResDam/EndRdx:50(43), Aegis-ResDam/EndRdx/Rchg:50(45), Aegis-ResDam/Rchg:50(50)
    Level 2: Guarded Spin -- LkGmblr-Def:50(A), SBrutesF-Acc/Dmg/Rchg:50(3), SBrutesF-Acc/Dmg/EndRdx/Rchg:50(5), SBrutesF-Acc/Dmg:50(13)
    Level 4: Combat Jumping -- LkGmblr-Rchg+:50(A), Zephyr-ResKB:50(5), Zephyr-Travel:50(17), Zephyr-Travel/EndRdx:50(37), LkGmblr-Def:50(40)
    Level 6: Eye of the Storm -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(7), Sciroc-Dmg/Rchg:50(7), Sciroc-Acc/Rchg:50(9), Sciroc-Acc/Dmg/EndRdx:50(9)
    Level 8: Staff Mastery
    Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(11), GA-3defTpProc:50(11)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13)
    Level 14: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(15), Erad-Acc/Dmg/Rchg:30(15), M'Strk-Acc/Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(40)
    Level 16: Dark Regeneration -- Theft-+End%:30(A), Theft-Acc/EndRdx/Rchg:30(17), Theft-Acc/EndRdx/Heal:30(37), Nictus-Acc/EndRdx/Heal/HP/Regen:50(37), Nictus-Acc/EndRdx/Rchg:50(50)
    Level 18: Serpent's Reach -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(19), Thundr-Dmg/Rchg:50(19), Thundr-Acc/Dmg/Rchg:50(31), Thundr-Acc/Dmg/EndRdx:50(34), Thundr-Dmg/EndRdx/Rchg:50(36)
    Level 20: Murky Cloud -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(21), Aegis-ResDam/EndRdx/Rchg:50(21), Aegis-ResDam/Rchg:50(40), Aegis-EndRdx/Rchg:50(50)
    Level 22: Cloak of Darkness -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23), LkGmblr-Def/EndRdx:50(23)
    Level 24: Super Speed -- Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(25), Zephyr-Travel:50(25)
    Level 26: Innocuous Strikes -- SBrutesF-Rech/Fury:50(A), SBrutesF-Acc/EndRdx/Rchg:50(27), SBrutesF-Dmg/Rchg:50(27), Erad-Dmg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(29)
    Level 28: Boxing -- Empty(A)
    Level 30: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(31), Aegis-ResDam/EndRdx/Rchg:50(31)
    Level 32: Sky Splitter -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(33), Mako-Dmg/Rchg:50(33), Mako-Acc/EndRdx/Rchg:50(33), Mako-Acc/Dmg/EndRdx/Rchg:50(34), Mako-Dam%:50(34)
    Level 35: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(36)
    Level 38: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(39)
    Level 41: Mercurial Blow -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(42), Mako-Dmg/Rchg:50(42), Mako-Acc/EndRdx/Rchg:50(42), Mako-Acc/Dmg/EndRdx/Rchg:50(43), Mako-Dam%:50(43)
    Level 44: Superior Conditioning -- P'Shift-End%:50(A)
    Level 47: Physical Perfection -- P'Shift-End%:50(A)
    Level 49: Soul Transfer -- Dsrnt-I:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Run-I:50(A)
    Level 4: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(48)
    Level 4: Hurdle -- Jump-I:50(A)
    Level 4: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(48), EndMod-I:50(48)
    Level 41: Form of the Body
    Level 41: Form of the Mind
    Level 41: Form of the Soul
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Agility Core Paragon
    ------------



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  5. This is the way I would do it...

    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    TW_Elec: Level 50 Mutation Brute
    Primary Power Set: Titan Weapons
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Crushing Blow -- SBrutesF-Acc/Dmg:50(A), SBrutesF-Acc/Dmg/EndRdx/Rchg:50(7), SBrutesF-Dmg/Rchg:50(7), GS-Acc/End/Rech:50(9), GS-Acc/Dmg/End/Rech:50(9)
    Level 1: Charged Armor -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(13)
    Level 2: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(13), Erad-Acc/Rchg:30(15), Erad-Acc/Dmg/Rchg:30(15), Sciroc-Acc/Dmg/EndRdx:50(17), FotG-ResDeb%:50(17)
    Level 4: Titan Sweep -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(19), Erad-Acc/Rchg:30(19), C'ngBlow-Acc/Dmg:50(21), C'ngBlow-Dmg/EndRdx:50(21), C'ngBlow-Acc/Rchg:50(23)
    Level 6: Conductive Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), S'fstPrt-ResDam/Def+:30(27), GA-3defTpProc:50(27)
    Level 8: Build Momentum -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(29), GSFC-ToHit/Rchg/EndRdx:50(29)
    Level 10: Follow Through -- SBrutesF-Rech/Fury:50(A), SBrutesF-Acc/EndRdx/Rchg:50(31), SBrutesF-Acc/Dmg/Rchg:50(31), P'ngS'Fest-Dmg/EndRdx:30(31), P'ngS'Fest-Dmg/Rchg:30(33), P'ngS'Fest-Acc/Dmg:30(33)
    Level 12: Static Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(34)
    Level 14: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(36)
    Level 16: Grounded -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(34), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36)
    Level 18: Rend Armor -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(37), Hectmb-Acc/Rchg:50(37), Hectmb-Dmg/EndRdx:50(37), Hectmb-Dam%:50(39)
    Level 20: Lightning Reflexes -- Run-I:50(A)
    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)
    Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40)
    Level 26: Whirling Smash -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(40), Erad-Acc/Dmg/Rchg:30(40), FotG-Acc/Dmg/End/Rech:50(42), FotG-Acc/End/Rech:50(42)
    Level 28: Energize -- Numna-Heal:50(A), Numna-Heal/EndRdx/Rchg:50(42), Panac-Heal:50(43), Panac-Heal/EndRedux/Rchg:50(50)
    Level 30: Super Jump -- Winter-ResSlow:50(A)
    Level 32: Arc of Destruction -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(43), Armgdn-Acc/Rchg:50(43), Armgdn-Dmg/EndRdx:50(45), Armgdn-Dam%:50(45)
    Level 35: Power Sink -- P'Shift-EndMod/Acc/Rchg:50(A), P'Shift-EndMod/Rchg:50(45), P'Shift-End%:50(46)
    Level 38: Power Surge -- RechRdx-I:50(A)
    Level 41: Boxing -- Empty(A)
    Level 44: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(46), RctvArm-ResDam/Rchg:40(46), RctvArm-ResDam/EndRdx/Rchg:40(48)
    Level 47: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx:50(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50), LkGmblr-Def/EndRdx:50(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(3), Panac-Heal/+End:50(3)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(5), EndMod-I:50(5)
    Level 1: Momentum
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------



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  6. Quote:
    Originally Posted by Nethergoat View Post
    If the muggers dropped rewards I wouldn't blame him.
    I lmao @ this...nice work
  7. Quote:
    Originally Posted by Rylas View Post
    If you like that, you should see the thread he started in the Brute forums. Give him two internets.
    I started that thread to get a consensus from people who play brutes more than tanks and see if my mindset was an outlier...or if I was feeling mostly the same things they were about the ideas...

    I am not an outlier...the only one who agreed with this thread, was posting in this thread all along.
  8. Quote:
    Originally Posted by Rangle M. Down View Post
    I'm still rather amused that you're so worked up about this. IF over the life of your Brute as you say, you only see the caps during 1%, why were you so being so "panicked" about the idea of lowering the caps by 5%? You were so stressed out at the thought, you had to check with a dev to make sure Brutes weren't going to be touched! Once you found out they weren't, you came back with a very vindictive snark. Nice. You win an internet!
    Actually, I began that discussion when I noticed the thread...I just got a reply a few days later. Additionally, I was/am extremely irked that the only thing most of you could even remotely agree on was that an AT that is WAI, needed to be nerfed. Here is the ATs golden chance to get something useful...and all you guys want to do is nerf something else. Even then that wouldn't fix the issues you're complaining about. There seems to be no consensus that anything is wrong with them to begin with. Which supports what I have personally thought all along, but if a slight damage buff makes all the tanks of the world sleep better at night, I am cool with that. I just dislike this thread talking about "brootz r = win intarwebz, nerfzorz!!!"

    Quote:
    Anyway, I've already mentioned my thoughts about improving tanks a few times, not that anything I've mentioned is likely to get implemented. But, you never know, I could get close to the target.

    The changes Arcana and Starsman mentioned would probably make the game more balanced, but I'm not sure how they would go over with the player base this late in the games life.
    I will not deny there has been quite a bit of constructive feedback, I think there is one person in particular that has been slightly unrealistic and likely counterproductive...however, if the thread doesn't derail, you might get something you're all happy with.

    If it continues to derail, you'll all likely get left on the back burner, as nothing in here really points to any solution...or even a problem looking for a solution for that matter.
  9. Quote:
    Originally Posted by Starsman View Post
    This is a missconception. Saturated buffs, in all content, are an issue and usually possible for melee ATs with a single defender, add a second and things go highwire.

    Mind you, it's not a tanker specific issue, and the fix would not fix tankers anyways.
    With what? A kinetic is the only thing that even has a valid argument and FS isn't up all the time. That speaks more about nerfing kinetics than anything else...

    Which is precisely why I am trying to AVOID this becoming another all over the place thread with no real consensus...if anybody wants something done to/for tanks. Then speak up and make your point.

    Altering Melee AT's other than tanks are off the table. Altering Buffs from Defenders/corruptors, etc. are likely a separate issue for another time...

    WHAT WILL FIX TANKS IN YOUR EYES?

    Answer that question.
  10. Quote:
    Originally Posted by LowbrowDeluxe View Post
    That scares me. With -res I wouldn't be surprised to see it surpass /fire for damage, and that's with no? holes in it's resists and an entire toy chest of a tool box.
    It has holes...and despite what he said...the knee jerk reaction was the first nerf...it was WAY underperforming at that point. It's fine now...it should do well, and add some flavor to the armor's we have available. I am excited for it now...and it will be fine.

    Also, it has forms, and there are no E/N/F/C/Psi resists in any mode but defensive...

    So there are significant holes in it still...

    The -res is actually not all that potent...consider any toon can add reactive interface which is -res, also, nearly anyone can slot achilles proc, or gladiator fury proc, or both, and get a large -res going without even having bio armor. The Glad Fury proc can even be slotted into a damage aura. If it was an issue at all, I assure you they would've gotten rid of it.
  11. I think you all are spending way too much time worried about 1% of the game.

    How much of any toons entire lifetime is spent in itrials buffed to the gills? Seriously...the toon I ran trials heavily on to get all t4'ed out with lots of different powers, I bet I ran probably...20-30 hours worth of trials the entire time...that's a drop in the bucket compared to getting that toon to 50...running TFs and SSAs...getting accolades, collecting badges....I still play that toon all the time, and I only run trials on that toon now when the new ones come out for the badges. I am certain it was easily less than 3% of his entire lifetime to this point...all said and done, I feel extremely confident saying it's less than 1% of what his total time in game spent will be.

    So, if 99% of the time, saturated buffs are not an issue...and really...in my mind they're not an issue period.

    Then why do you spend so much time saying..."but when EVERYBODY hits the caps..."

    That's such a nonexistent set of criteria, it's likely the reason it hasn't been addressed...and probably never will.

    Now, back to your regularly scheduled tanker programming:

    Tanks, are meatshields, it's clearly what they do best, I like the idea of extending taunt durations for tanks. Though, I also agree this can be somewhat counter productive for some ATs in a team with a Tank.

    I feel the best way to fix tanks would be to adjust their damage modifier down to say...0.650 and give them fury and about 700% damage cap....

    Now all whining stops I bet.

    Any takers? They even get a "new" mechanic...(albeit recycled but still)
  12. Quote:
    Originally Posted by Starsman View Post
    I don't know who you had that conversation with, but those ae some wise words.

    Anyone that thinks tankers have issues should focus on the tankers issues, not on how to adjust other ATs to make tankers look good.



    For the record, Kheledian's Resist cap is 85%.
    I know khelds resist caps and I was talking about if they nerfed brute resistance. Since brutes are off the table for adjustments I am no longer concerned
  13. Quote:
    Originally Posted by Werner View Post

    <snip>

    I'm not convinced of the basic assumption that the ATs are out of balance, though.
    Bingo! That's my thoughts exactly...neither one is broken...
  14. Quote:
    Originally Posted by Rangle M. Down View Post
    I like that: "Based on the conversation I just had.." It leaves things so open ended as to whom you were having that "Conversation" with. Lol.

    Conversation with your wife?
    With your Mother?
    With your neighbor Bob?
    With yourself in a Mirror?



    You could have at least mentioned that it was with one of the Devs, should that have been the case.
    Sorry...yes with a dev via email...should have clarified.
  15. Based on the conversation I just had brutes/scrappers/stalkers are WAI...tanks are as well and if anything is done to tanks it will be an adjustment to tanks. Modifying another melee AT is off the table for the foreseeable future...

    (Paraphrasing)
  16. Quote:
    Originally Posted by Rylas View Post
    I'm telling you one Kin can put a Brute at the cap. It may take more then one appliance of FS, but on SOs, a Kin can keep them there. Now, I'll admit, it's been some time since I've done that, but this took place when the Brute cap was higher.

    Brutes' low ratios are offset by Fury. And in non-extreme situations that's all equal and good. But what's being brought up as a point of contention is situations where lots of buffing is going on, like in iTrials. People want to see that more normalized, and I don't think they're out of order in requesting that. It deserves fair listening to, and while I don't really care if Tanks get a buff or not, I think we should be considering all fair requests.
    Not since ED I team with an elec/kin corruptor in my SG regularly...no damage cap for me..and I double stack rage.
  17. Click here to read this thread about brutes...I disagree with their conclusions...

    Discuss?
  18. Quote:
    Originally Posted by Psiphon View Post
    And then after delving more deeply into it Claws later revised his thoughts to this.

    Planet_J I'm still after an answer from you as to why you feel that a Brute should have the same damage caps as a Scrapper and the same resistance caps as a Tanker.

    The balance between damage and survivability potential (caps) is like a slider of X length. If you slide it one way you gain resistance/health if you slide it the other you gain damage.

    A Scrapper is balanced in that it does alot of damage but to gain that it gives up health and resistance.
    A Tank has alot of resistance and health potential (cap) gives up alot of damage for that.

    A Brute has the same resistance potential (cap) as the Tank and the same damage potential (cap) as the Scrapper. From the perspective of potential all it gives up to the Tank is the a small amount of health while gaining alot more damage.

    All I'm talking about here are the caps not base values of each, that is a seperate issue.

    Currently Brutes are broken because in regards to their caps they are too high either side - basically the slider they use is much wider than other AT's using the same mechanics.

    They need the caps for both resistance and damage brought in line with other AT's.

    Claws proposal is spot on!!
    Claws is off on that one, as Claws so clearly pointed out in my quote, tanks always win survival. Secondly, Scrapper damage caps and brutes damage caps are way different...scrappers have a 1.125 base damage modifier brutes have a 0.750 base damage modifier...

    For comparison tanks are 0.800-0.850 (have to look at it later)...

    So where's twice the damage? Your base modifier is higher, and I am not happy with EATs being on same footing...given their ability to cap resistances like a tank...
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    You're right. That choice is made for them.

    Unless you're trying to say that the larger base values Tankers get have nothing to do with their survivability advantage.

    Brutes get the same base values as Scrappers and Stalkers. In the absence of outside help via teammates or Incarnate powers, they are only slightly tougher than Scrappers, due to having higher base HP.

    You conveniently ignore the higher base values Tankers have for survivability-related powers every time this discussion comes up.

    The devs cannot guarantee that a Brute or a Tanker will always have a teammate handy to buff them. They CAN guarantee that they will spend part of that time alone.

    If you really want to compare Tanker and Brute performance, compare a Tanker and a Brute that are totally alone. No outside buffs from teammates, no Incarnate powers. The Tanker will outlive the Brute every single time.

    I've said it before, and I'll say it again: Saying that Tankers need more damage because a Brute can reach the same survivability when buffed by a Thermal Radiation or Sonic Resonance teammate is absurd. What level of survivability can that Brute reach by himself?

    I've compared the two side by side using the same sets. With no outside buffs, Tanker resistance is a full 20% higher than Brute resistance in the majority of cases. The only exceptions there are Electric Armor and Fiery Aura, where both ATs can reach 90% to one damage type. An Invulnerability Brute is capable of reaching 90% to S/L damage, but he has to devote the majority of his IO slotting toward that goal, which gimps quite a few other aspects of the build, and locks them into one particular Alpha slot. They can't do it at all until they get Alpha either.

    Saying that Brutes give up nothing is a flat out lie. They don't get the base values Tankers get, and that makes them less survivable by default.

    Honestly, I would really like to see some datamining that shows exactly how frequently any Brute reaches the survivability potential you keep saying is so unfair. I would be willing to bet it is less than 1% of that character's existence.

    I would also like to see datamining that shows how frequently any Tanker is sitting at his damage cap. I would be equally willing to bet that the percentage of time spent is about the same. There is only 1 build I can think of that can do it by himself, and that would be the Shield/SS build you claimed you did it on (I'm not doubting your claim, but I didn't see it with my own eyes, and I don't report hearsay as fact. I believe it is possible though)

    I would also be willing to bet the only reason you could reach the recharge necessary to pull that feat off is because a Shield Defense Tanker needs next to no IO help to reach the soft-cap. And you say Brutes give up nothing? Shield and SR Brutes don't get the ability to reach the soft-cap on SOs and power choices alone like Tankers do. My DA/Staff Tanker will hit 90% to 4 different damage types, all by his lonesome. The Staff/DA Brute that can make the same claim will never exist.

    Brutes give up more than you're willing to admit.
    These are not my words...read this from someone who has sense enough to see the forest for the trees.
  20. Quote:
    Originally Posted by Rangle M. Down View Post
    "Yer" funny. Hyperbole much? *looks at quoted post* Yes, yes indeed you do.

    So, reducing Fire and Electric Brute's resistance caps by 5%, so that it's not the same as a Fire or Electric Tank's, is "gimping them"? gotcha.

    And you've decided that since we've "gimped Brutes" we MUST touch everything else and reduce their resistances... gotcha. Etc, etc, etc.

    By the way... Warshades and Peacebringers are listed under the Tanking section, so I have no issues with them having the resistance caps that they have. Since "they would never get there anyway" just like Brutes.

    So. Again, I ask you this. If your Brutes, with the exception of your Fire and Electric toons, never see the resistance caps; why are you hyperventilating over the remote possibility of a change? Would it make it harder on your Brute Farmers? Why are you getting so upset about something YOU SAY YOU NEVER EXPERIENCE?

    Because, truly, if this bothers you this much, you must be afraid it will effect your Brutes. Because maybe, you do get to the caps more so then you really want to admit.
    No, actually, I like my FA brute being able to shunt all but 10% damage from fire...Elec Armor would be even more gimped as Energy damage is extremely common these days.

    Also, Warshades can use eclipse to cap all thier resists with 3 hit. So they would be tougher than brutes at that point quite easily...and are arguably so now...not sure about PBs...but Warshades can easily cap ALL resists...eclipse is an amazing power that can be made permanent easily.

    Yes, khelds are listed under tanking, but they're not inherently designed to be tanks specifically, only to fill that role among many others...brutes were originally meant to be a "tank". Thus the 5% difference...

    So, essentially, you are saying you're ok with an AT that has one power that requires 3 NPCs to be hit and cap ALL resistances at 85% on top of doing more DPS than brutes, and gets 3 different forms to change roles...

    But you're not ok with leaving brutes alone?

    Also, I have never hit the caps...but that doesn't mean they should be changed. If the baselines for Brutes are so far shy of their caps (with a few exceptions fire/elec) then why does it even bother any of you what the top number is if they never get there?

    Because you think the grass is greener...

    If brutes are so great, then play them instead...reroll your tanks, unless you like Ice, at which point you're in the same boat any brute lover that wants those sets is in.

    I will say this again, there is no melee AT in this game that is broken since the stalker changes...furthermore, there is no melee AT in this game that is out of balance, and no melee AT that needs a damage adjustment or a survivability balancing. Nothing is out of proportion, and I think Johnny has been cooking all your brains if that's what you all think.

    Even claws admits that brutes are not out of whack, he just suggested this horrendous idea to make tanks feel special.

    Well you are special...

    125% Def/Res special
    110% HP special
    Ice Armor/Melee special
    Gauntlet Special
    Bruising Special

    What else do you want? A statue of each of your tanks in front of Paragon Studios? Seriously...if you want to do more damage...then simply play a damage AT not a melee aggro control AT!
  21. Quote:
    Originally Posted by Rangle M. Down View Post
    If this is all true, why would you care if Brute resistance caps were reduced by 5%, since you never "hit the caps for EVERYTHING" anyway?
    Because the only 2 situations where it becomes a factor are Fire and Elec Armor, and I don't think that gimping those 2 sets is fair to simply appease a group who is unhappy with what they have, even when it isn't broken.

    It would also put EATs on par with brutes, which I also don't agree with. No out of the box peacebringer or warshade should be on par with an AT designed to be a "tank" of sorts.

    Unless you want to nerf EATs also...

    While we're nerfing Brutes and EATs let's nerf scrappers so they are on equal footing like they were before...we'll just make them 70% so the EATs and brutes are losing no potential to what scrapper potential was.

    Since we're doing that...let's look at Tanks, they are now FAR superior in survivability to brutes and EATs and Scrappers, so let's reduce their damage output a little more to compensate for the added gap in survivability...how about a 350% damage cap and a base damage modifier on par with brutes...I bet they'll love that...

    Since we nerfed scrappers, let's look at Stalkers, they have the same caps as scrapper, let's nerf their resistance caps by 5% to match scrappers, stalkers can't be more survivable than scrappers or they will complain....

    How's that for balance? Would you give up anything you had right now? Even though no tank can get to the damage cap realistically without serious help, and we know you guys typically cap several resistance types...
  22. Quote:
    Originally Posted by Rylas View Post
    And it's still manageable if you go from 90% to 85%. If you're going to complain about farmers, I'm not sure the devs are worried about that.



    When ED hit, no one thought that. They do now. If they were to look back at evenly spacing out the damage/survival scale of the melee ATs, I'm sure the reasonable ones would think it was a good thing, too.



    We're talking about at their potential levels of damage and survival. That's the imbalance. Max the survival numbers and the damage numbers out, and the differences are much wider on damage than survival. That's what people have asked to balance, so it's not an outrageous request to have it looked at.



    Again, objectively, the max numbers are much more unbalanced.

    I once thought the same as you. I only looked at the base numbers and SO performance. But on large teams where things begin to approach max numbers, I realized there was a disparity there that was more than it should be. That's being objective.
    You're talking about less than 1% of the game, your arguments are not better than Johnny's saying Brutes run around with capped resistances and capped damage full time.

    For 99+% of the game it's fine, complaining about edge cases will buy you no traction.

    The levels of buffs required to even get it close is mind boggling...

    You're talking about Multiple barriers to get composite resists close to the cap, and under those circumstances Tanks will gain similar buffs capping out much faster and staying there for longer than brutes.

    For damage buffs to get a brute to the cap, you're talking about... multiples of Accelerated Metabolism + Painbringer + Fulcrum Shift...and I am not even sure that would get you all the way...even with 100% damage slotting and 100% Fury...you'd be less than that...STILL! Brutes can't even outdo scrapper damage at those levels with equal buffs AND Fury.

    Explain to me in what reality that the situation above occurs...at all? I have personally never run a trial and hit the damage cap...even on SS toons with double stacked rage...I could burn a large red Insp, even several, and STILL see appropriate levels of improvements...

    Same with my Dark Armor/Fire Melee tank...

    here are the builds I run on live:
    Dark/Fire Tank:
    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Soulfire Darkness: Level 50 Mutation Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(3), Erad-Dmg:30(5), FotG-Dam/End/Rech:50(25), FotG-Acc/End/Rech:50(25), FotG-ResDeb%:50(45)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(3), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(9)
    Level 2: Dark Embrace -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam/Rchg:40(13)
    Level 4: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(19)
    Level 6: Super Jump -- Zephyr-ResKB:50(A), Zephyr-Travel:50(7)
    Level 8: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(27), S'fstPrt-ResDam/Def+:30(27), S'fstPrt-ResKB:30(29)
    Level 10: Obsidian Shield -- RctvArm-ResDam:40(A), GA-3defTpProc:50(15), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31)
    Level 12: Taunt -- Zinger-Dam%:50(A)
    Level 14: Dark Regeneration -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(15), Erad-Acc/Dmg/Rchg:30(36), Nictus-Acc/EndRdx/Rchg:50(36), Nictus-Acc/EndRdx/Heal/HP/Regen:50(36), Theft-+End%:30(37)
    Level 16: Breath of Fire -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(37), Ragnrk-Acc/Dmg/Rchg:50(39), Ragnrk-Acc/Rchg:50(39), Ragnrk-Dmg/EndRdx:50(39)
    Level 18: Cloak of Darkness -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Rchg+:50(23), SW-ResDam/Re TP:50(29)
    Level 20: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit:20(21)
    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33)
    Level 28: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(34)
    Level 30: Oppressive Gloom -- Acc-I:50(A)
    Level 32: Soul Transfer -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(46)
    Level 35: Fire Sword Circle -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(37), Armgdn-Acc/Rchg:50(40), Armgdn-Dmg/EndRdx:50(43), Armgdn-Dam%:50(43)
    Level 38: Incinerate -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(40), Hectmb-Dam%:50(40), Hectmb-Acc/Rchg:50(42), Hectmb-Dmg/EndRdx:50(46)
    Level 41: Greater Fire Sword -- SMotTanker-Acc/Dmg:50(A), SMotTanker-Rchg/Res%:50(42), SMotTanker-Acc/Dmg/EndRdx/Rchg:50(42), SMotTanker-Dmg/Rchg:50(43), SMotTanker-Dmg/EndRdx/Rchg:50(45), SMotTanker-Acc/Dmg/Rchg:50(46)
    Level 44: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45)
    Level 47: Gloom -- Apoc-Acc/Rchg:50(A), Apoc-Dmg/EndRdx:50(48), Apoc-Dam%:50(48), Apoc-Acc/Dmg/Rchg:50(48), Apoc-Dmg/Rchg:50(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50), LkGmblr-Def/EndRdx:50(50)
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(21)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(11), EndMod-I:50(23)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Ion Core Final Judgement
    Level 50: Cimeroran Core Superior Ally
    ------------



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    |-------------------------------------------------------------------|
    SS/Regen Brute:
    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rage King: Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Jab -- SBrutesF-Rech/Fury:50(A), SBrutesF-Acc/EndRdx/Rchg:50(3), SBrutesF-Dmg/Rchg:50(3), P'ngS'Fest-Dmg/EndRdx:30(5), P'ngS'Fest-Acc/Dmg:30(13)
    Level 1: Fast Healing -- Panac-Heal:50(A), Panac-Heal/EndRedux:50(5), Panac-Heal/Rchg:50(7), Panac-Heal/EndRedux/Rchg:50(7), Panac-Heal/+End:50(9)
    Level 2: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(11)
    Level 4: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-End%:50(13), EndMod-I:50(15)
    Level 6: Reconstruction -- Panac-Heal/EndRedux:50(A), Panac-EndRdx/Rchg:50(15), Panac-Heal/Rchg:50(17), Panac-Heal/EndRedux/Rchg:50(17), Panac-Heal:50(19)
    Level 8: Haymaker -- SBrutesF-Acc/Dmg/EndRdx/Rchg:50(A), SBrutesF-Acc/Dmg:50(19), SBrutesF-Acc/Dmg/Rchg:50(21), P'ngS'Fest-Dmg/EndRdx:30(21), P'ngS'Fest-Acc/Dmg:30(23)
    Level 10: Super Jump -- Winter-ResSlow:50(A)
    Level 12: Dull Pain -- Panac-Heal/EndRedux:50(A), Panac-EndRdx/Rchg:50(23), Panac-Heal/Rchg:50(25), Panac-Heal/EndRedux/Rchg:50(25), Panac-Heal:50(27)
    Level 14: Knockout Blow -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(27), Hectmb-Acc/Rchg:50(29), Hectmb-Dmg/EndRdx:50(29), Hectmb-Dam%:50(34)
    Level 16: Integration -- Panac-Heal:50(A), Panac-Heal/EndRedux:50(36), Panac-EndRdx/Rchg:50(36), Panac-Heal/Rchg:50(36), Panac-Heal/EndRedux/Rchg:50(40)
    Level 18: Rage -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(37), GSFC-ToHit/Rchg:50(37)
    Level 20: Resilience -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), S'fstPrt-ResDam/Def+:30(40)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(40), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), GA-3defTpProc:50(43)
    Level 26: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(43), LkGmblr-Def/EndRdx:50(43)
    Level 28: Instant Healing -- Panac-Heal:50(A), Panac-Heal/EndRedux:50(45), Panac-EndRdx/Rchg:50(46), Panac-Heal/Rchg:50(46), Panac-Heal/EndRedux/Rchg:50(46)
    Level 30: Hurl -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(31), Decim-Dmg/Rchg:40(31), Decim-Acc/EndRdx/Rchg:40(31), Decim-Acc/Dmg/Rchg:40(34)
    Level 32: Foot Stomp -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Acc/Rchg:50(33), Armgdn-Dmg/EndRdx:50(33), Armgdn-Dam%:50(34)
    Level 35: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
    Level 38: Moment of Glory -- LkGmblr-Rchg+:50(A), RechRdx-I:50(39)
    Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
    Level 44: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx:50(45)
    Level 47: Gloom -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(48), Apoc-Acc/Rchg:50(48), Apoc-Dmg/EndRdx:50(48), Apoc-Dam%:50(50)
    Level 49: Tactics -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- EndRdx-I:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Run-I:50(A)
    Level 4: Health -- Mrcl-Rcvry+:40(A)
    Level 4: Hurdle -- Jump-I:50(A)
    Level 4: Stamina -- P'Shift-End%:50(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Ion Core Final Judgement
    Level 50: Cimeroran Core Superior Ally
    Level 50: Rebirth Radial Epiphany
    Level 50: Spiritual Core Paragon
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Assault Radial Embodiment
    ------------



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    Katana/Dark Brute:
    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Deaths Final Embrace v2.1: Level 50 Mutation Brute
    Primary Power Set: Katana
    Secondary Power Set: Dark Armor
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(5), Mako-Acc/EndRdx/Rchg:50(7), Mako-Acc/Dmg/EndRdx/Rchg:50(7), Mako-Dam%:50(9)
    Level 1: Dark Embrace -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(9), Aegis-ResDam/Rchg:50(11), Aegis-ResDam/EndRdx/Rchg:50(11), Aegis-Psi/Status:50(13), S'fstPrt-ResKB:30(21)
    Level 2: Death Shroud -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(13), M'Strk-Dmg/Rchg:50(15), M'Strk-Acc/EndRdx:50(15), M'Strk-Acc/Dmg/EndRdx:50(17), M'Strk-Dmg/EndRdx/Rchg:50(17)
    Level 4: Murky Cloud -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam:50(19), Aegis-ResDam/EndRdx:50(19), Aegis-ResDam/Rchg:50(21), Aegis-ResDam/EndRdx/Rchg:50(23), Aegis-EndRdx/Rchg:50(23)
    Level 6: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(25), GSFC-ToHit/Rchg/EndRdx:50(25), GSFC-Rchg/EndRdx:50(27), GSFC-ToHit/EndRdx:50(27), GSFC-Build%:50(29)
    Level 8: Divine Avalanche -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(29), Mako-Dmg/Rchg:50(31), Mako-Acc/EndRdx/Rchg:50(31), Mako-Acc/Dmg/EndRdx/Rchg:50(31), Mako-Dam%:50(33)
    Level 10: Obsidian Shield -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(33), Aegis-ResDam/Rchg:50(33), Aegis-ResDam/EndRdx/Rchg:50(34), Aegis-EndRdx/Rchg:50(34)
    Level 12: Dragon's Roar -- Zinger-Dam%:50(A)
    Level 14: Boxing -- Empty(A)
    Level 16: Tough -- GA-3defTpProc:50(A), Aegis-ResDam/EndRdx:50(34), Aegis-ResDam/Rchg:50(36), Aegis-ResDam:50(36)
    Level 18: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(37), SW-ResDam/Re TP:50(37)
    Level 20: Dark Regeneration -- Theft-+End%:30(A), Theft-Acc/EndRdx/Rchg:30(37), Theft-Acc/EndRdx/Heal:30(39), Nictus-Acc/Heal:50(39), Nictus-Acc/EndRdx/Rchg:50(39), Dct'dW-Heal/EndRdx/Rchg:50(40)
    Level 22: Cloak of Darkness -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
    Level 24: The Lotus Drops -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/Rchg:30(40), C'ngBlow-Acc/Dmg:50(42), C'ngBlow-Dmg/EndRdx:50(42), C'ngBlow-Acc/Rchg:50(45)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(42), Mako-Dmg/Rchg:50(43), Mako-Acc/EndRdx/Rchg:50(43), Mako-Acc/Dmg/EndRdx/Rchg:50(43), Mako-Dam%:50(45)
    Level 28: Cloak of Fear -- N'mare-Acc/EndRdx:50(A), N'mare-EndRdx/Fear:50(45), N'mare-Acc/Fear:50(46)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46)
    Level 32: Golden Dragonfly -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(46), Erad-Dmg/Rchg:30(48), C'ngBlow-Acc/Dmg:50(48), C'ngBlow-Dmg/EndRdx:50(48), C'ngBlow-Acc/Rchg:50(50)
    Level 35: Super Jump -- Zephyr-ResKB:50(A)
    Level
  23. Quote:
    Originally Posted by Rylas View Post
    And if 5% is going to completely gimp them, I'd be surprised. And before you jump to conclusions, my main is an SS/Elec brute. I'll probably keep him as my main until the servers shut down. And really, I'll be ok.
    How much difference is 2.5% Defense? A LOT...just saying. 5% Resistance is equivalent.



    Quote:
    There was an outcry of the unholiest of orders when ED was brought into the game, and yet here we are. Outcries happen when people see balance come around.
    ED brought us set bonuses, and was under an old regime, looking back I think everyone agrees it totally nerfed some powersets, a few more than others...(regen)...but it was generally a good thing.



    Quote:
    I've already stated that I think Tank damage is fine. But if you really think that balancing between ATs is inappropriate, then you clearly don't understand balance. There's nothing outrageous about making tanker damage compare to brute damage in the way that brute survival compares to tanker survival.
    Ok, brutes are 25% lower on all survival base modifiers than tanks (with the exception of HP being 10%)...tanks are about 25% less damage now...where are the current issues with damage? This is only about Johnny's crusade. Where's Pontius Pilate so we can get the AT martyr act overwith?



    Quote:
    As I just pointed out, my main is a Brute. If the lawn I'm looking at is my own and I say my lawn's a little greener than yours, is that ok?
    No, it isn't because if you look objectively at the numbers...it's not...can a brute tank the Hamidon Avatar in the UGT? Nope. Can a tank? Yes...though it is still more difficult for them than many other things they will ever attempt in the game...even with buffs.
  24. Quote:
    Originally Posted by Hopeling View Post
    Why not consider Momentum? It makes the set play in a qualitatively different way than other sets, rather than just being "Broadsword, but bigger".

    Momentum, even more so than many other set mechanics, is a love-it-or-hate-it thing IMX. Personally, I am in the "love it" camp, so you can remove Momentum over my cold, dead body
    The more I play it, it grows on me, I equate it to Rage having a crash, you hate that or love it. I like SS, and I am growing more fond of my TW/Dark brute...