planet_J

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  1. Quote:
    Originally Posted by Spellward View Post
    Alright, I've done some theorycrafting in my head, and it occurs to me that with proper investment and suitable skill a combo of TW/DA on a Brute could take on pretty much anything and enjoy it.

    That said, I'm having trouble building anything viable.

    I'm quite happy to sink large funds into this, so if you want to have a spin at coming up with something, no budget limit, add anything you want.

    Build goals:

    1) Softcapped Def to either S/L/E/N or Positional, or if either of these would gimp the build, be 1 small purple away from softcap to either group.

    2) Decent resists. Layered mitigation is a key part to DA in my opinion and I don't want them to suffer for +def. Otherwise I would have rolled SR.

    3) Decent to excellent recharge. I don't expect to be an unkillable super tank and be able to pull off the best TW attack chain, but I'd like to be able to do something fairly decent. If possible, I'd like enough DPS to solo an AV without resorting to Insps, Lore, etc.

    4) Endurance. I'd much rather carry red insps than blues. This is all for level 50, so include Alpha in your calculations. Perma endurance sustainable would be excellent.

    Other than those, I can't think of much else. I'd greatly appreciate any help anyone has to offer.
    Read the 2nd page of the thread Brutes and DDR on this page, my build is in there along with another one.

    Mine does all that, and if you run Ageless radial it's an unending amount of Endurance....without it, it's good recovery...
  2. planet_J

    Fire/Psi/Psi

    I guess that's good enough...looks like no more feedback anyway...
  3. Fire Armor is hard to build for positional...it has no inherent defense...

    You could likely get to 32.5% M/R/A but you can softcap S/L defense without trying too hard, and not sure about Street justice, but you could likely get E/N close to 45% if there are enough AoE powers in there...use 3 erads in burn with 2-3 other IOs to get the endurance/recharge/accuracy/damage up, and do it again in your damage aura and the 2 StJ AoE powers and that will add 13% to your pool powers for E/N defense, if you pick the right ones then you will have +/-12% DEF to all. Use 4 kinetic combats in your ST attacks normally with a piece of crushing blow or mako's bite to get the accuracy/damage/endurance redux where it should be. 4 kinetic combats add 3.75% S/L defense.
  4. Quote:
    Originally Posted by Johnny_Butane View Post
    Because to admit that I am right about something is to validate me and my insane crusade for Tankers and to some people that is unacceptable.

    Additionally, even if you agree about the problem, there's a two equally valid ways to approach a solution.

    One is to nerf down Brutes, targeting either their damage or survivability potential. One is to bring Tankers up by allowing them damage potential comparable to Brutes.

    My opinion and aim is the latter.

    In general, most players are content with Brutes, and the devs have allowed them to be what they are and it hasn't torn the game apart. Nerfing them would only upset a large number of people, as Brutes are probably tied for most popular AT with Scrappers.

    However, there are some people adamantly against any change. There are also some people who just like to argue. I remember the fuss some made over the recent Stalker changes to bring them up and people love Stalkers now. I can only hope Tankers are so lucky.


    .
    Johnny...you do realize that tanks base damage modifier is higher than brutes right?

    Brutes have to have 10-15% Fury to do the same damage as tanks...

    Brute base modifier 0.750

    Tank base modifier 0.850

    For grins and giggles one more time...

    Scrappers base modifier 1.125

    Stalkers base modifier 1.100 (this is what I could find off hand not 100% certain the number hasn't changed since i23)

    That's the numbers behind it...so...ask for buffs all you want...but you have to maintain fury to do more damage than tanks on a brute...

    To approach scrapper/stalker numbers...you have to seriously be knee deep in bodies and wailing away...and be taking damage...in order to get in that zipcode.

    So, where's your argument now? You get to run around with all your defensive bonuses, AND do damage just like a brute at 10-15% fury...

    Happy yet? I can imagine you're bitter that brutes don't do near the damage you had thought in your head actually...
  5. Quote:
    Originally Posted by TheNightwatch View Post
    I admit I've been away from CoH a couple of years, but I just don't get why it's even a question something needs to be done.

    Four melee AT's:
    1. Solo
    - Scrapper: High dmg, moderate durability
    - Stalker: High dmg, moderate durability
    - Brute: High dmg, moderate durability
    - Tanker: Mediocre dmg, high durability

    2. Balanced team (good mix of common buffs)
    - Scapper: 2nd best dmg, above average durability
    - Stalker: best damage, " "
    - Brute: 3rd best damage, good durability
    - Tanker: 4th best dmg, amazing durability

    Maybe I'm just simple, but it just seems like something is not right here.

    <snip>
    Corrections to show reality in bold...
  6. planet_J

    Brutes and DDR

    Glad I could help...happy hunting.
  7. I would drop Focused Acc...it's very end costly...and it doesn't buff enough...fighting pool would certainly help.

    Drop shadow punch...FA...and Energy Torrent...get boxing/Tough/weave

    Primary attack chain should be Smite/Midnight grasp/smite/Siphon life and hit soul drain and dark consumption as they come back...you might mix in a shadow maul there as a filler...since you are on SOs and HOs I would not be certain as to how much recharge you need to run that attack chain...but shadow maul will fill in nicely in any gaps.
  8. planet_J

    Brutes and DDR

    I did it that way to run the top DPS ST chain...which is RA-FT-AOD-CB-FT...with BM in there add a WS and a FT

    You need hasten to run the top DPS chain...

    DS isn't bad for defense purposes...but if you want all out damage and can softcap to S/L/E/N anyway...it's pretty moot...

    Also, the Fury proc in FT will actually get you more fury than any other attack as it is in the top chain atleast 2 times if not 3
  9. Quote:
    Originally Posted by Psiphon View Post
    Although I agree with the majority of what you say here I'm mainly with JB in regards to conclusions.

    IMO Brutes and Tanks are balanced when using standard SO's and in isolation of all buffs, the issue that I have is when this changes.

    Solo SO's/Basic IO's using inspirations:
    Brute pops a purple or two, due to the mechanics of defence he can hit the defence cap while doing massive damage through Fury.
    Tank wants more damage so pops a red or two and has a moderate damage increase.
    The Cap for Defense is well over 100% you can't hit the cap...on SO's many armors cannot even get close to the softcap...like electric/fire for example that are 2 of the most popular ones...and basic IOs provide no set bonuses...

    Quote:
    In this scenariio against most mobs, the Brute would plough through them much faster than the Tank without risk.
    So basically, insperations are weighted more towards survivability than damage and aid Brutes more than Tanks when trying to acheive the same goals.
    In this scenario a brute would technically kill faster, but the tank would far and away have less survival worries...if you want to do more damage you have to give up survivability...play a brute if it's that important to you.

    Quote:
    In a team on SO's/IO's
    With buffs and the same Defence (same for all)/Resistance caps
    Both can hit the similar levels of survibility, add in a Kin and both can hit their damage cap.

    Result, both have extreme survivability but the Brute is doing much more damage.
    They don't have the same levels of Defense...tanks have 20-25% more defense and resists...always...this example is flawed at best...Brutes DO NOT have the same survivability as tanks...never will.

    Quote:
    Solo on IO's - high end build.
    Both are extremely survivable but the Brute's damage is far higher.

    As you've stated under these circumstances the Brute won't be able to match the Tanks survivability and I agree. As people have stated before though it's survable enough and when you take into account the kill speed it doesn't have to be as survivable because the mobs are taken down much more quickly.
    One of the big advantages that Tanks get is the higher base values however this is pretty much negated by the pve and pvp +defence IO uniques. Hitting the defense cap is the most chased survivability aim of melee AT's - with these around the higher base defense is pretty much irrelevent.
    As an example one of my mains is a SD/SS Tanker, I hit the Defence cap easily and then went for recharge to gain extra damage. I've seen SS/SD Brutes using the two unique IO's that have nearly as much recharge as my Tank due to the diminishing returns. This is one example but it will exist in other builds.
    High end IOs the tanks still win...set bonuses help them be even more survivable...as they do brutes...and tanks have about 20% MORE hp/res/def...Brutes can survive well...but in some Itrials, even tanks die...

    Quote:
    On a team with IO's - high end build.
    Lots of buffs for both, Brute hits the Tank Res cap while dealing massive damage, Tank hits caps and does alot less damage because the damage cap is lower.

    Incarnate trials
    As above both at the def/res caps and the Brute deals alot more damage.

    Personally I think that the damage Cap needs to be raised on the Tank so that on teams with buffs, it at least has ability to get in the same ballpark as Brutes.

    I also believe that the resistance cap of Brutes should be brought down to 5% above those of Scrappers. Defense is their secondary I can see no justification for it to be so high considering the disparity in damage that they can output without buffs.
    The problem is here...you're complaining about a resist cap that brutes essentially CANNOT get to...so the only time the survivability is even close...a Tank would be similarly buffed to the gills and the results are the same...

    STOP SAYING BRUTES CAN SURVIVE LIKE TANKS...IT IS AN EMPIRICAL FACT THEY CANNOT. They may be able to survive well enough...but that doesn't make a tanker less sturdy than they were before. Under similar conditions...(i.e. apples to apples) THERE IS NEVER A TIME BRUTES ARE AS STURDY...even with both toons at resist caps, Tanks have more DEFENSE and more HP...2 pillars of survivability that are VASTLY more important than Resists in most people's eyes...

    Example...

    How much resists do SR tanks have? None without Tough. Would they have made that set available to Tanks if it was not completely capable of tanking?? Nope. Now it does have a (very) minor reduced scaling resist built in when HP drops...but that was really more a QoL improvement over anything.

    If you want more survival...I would support Tank Res Caps being bumped to 95% so you can stop whining about a cap that is unreachable on brutes outside of extreme edge cases that are less than 1-2% of the total time that a character is played in it's lifetime.
  10. planet_J

    DM/FA/Soul Help

    you're a long way off...let me play with this some, and I will post a build later...you have taunt sets in attacks and uniques in powers they won't help you in...

    This looks closer to a Fire Farm build than a trial build...

    I will help you out...but it will take me some time today to get to MIDS to put a build together.
  11. 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.
    Claws, I have to applaud this post...this was about what I was thinking, but I was seriously unmotivated to waste any more effort on trying to get him to see how ignorant his thinking is...

    Bravo...Good Show!
  12. Quote:
    Originally Posted by Johnny_Butane View Post
    I said no damn such thing.


    Sure, temporarily, as a click: take survivability hit situationaly to gain offense boost, in the way Bio Armor does. I'd be open to seeing how that worked for Tankers as an inherent.

    But permanently reduce anything on Tankers for more damage? No way. Because Brutes don't have to make that choice. As long as they get to have nearly the same survivability potential as Tankers (without giving up their massive damage and damage potential), there's no reason Tankers shouldn't have similarly comparable offensive potential. Hence, upping the Tanker damage cap.



    .
    You wonder why the devs don't listen? It's because you spout ill conceived opinions...

    The circumstances under which these buffs, that you assert "happen all the time", actually occur, are in extreme end game content where you have a group of between 12 and 24 players comprised of 50+2 to 50+3 level shifted toons in a large group trying to complete a difficult task designed to be expressly difficult by a talented group of developers.

    Using incarnate trials as the basis for wanting to change the AT is not something that will hold water for a large, sweeping, unilateral buff...that part of the game is maybe...10% of all content...if that much...and it's not even something every VIP engages in routinely...some VIPs have never done a single incarnate trial. Might be hard to believe, but I have run across them occasionally.


    Brutes are not as survivable as tanks...go sell crazy somewhere else.
  13. planet_J

    Brutes and DDR

    This is my build for TW/Dark...hope it helps you learn a few things...turn incarnates and accolades on please if they're not when you open it up...

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Nightmare's Shadow v2.0: Level 50 Mutation Brute
    Primary Power Set: Titan Weapons
    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: Crushing Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), Mako-Acc/EndRdx/Rchg:50(5)
    Level 1: Dark Embrace -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(9), GA-3defTpProc:50(9)
    Level 2: Death Shroud -- FotG-ResDeb%:50(A), FotG-Acc/End/Rech:50(11), FotG-Dam/End/Rech:50(11), Erad-Acc/Dmg/EndRdx/Rchg:30(13), Erad-Acc/Rchg:30(13), Erad-Dmg:30(15)
    Level 4: Murky Cloud -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(15), RctvArm-ResDam:40(17), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam/Rchg:40(19), RctvArm-ResDam/EndRdx/Rchg:40(19)
    Level 6: Titan Sweep -- FotG-Acc/Dmg/End/Rech:50(A), FotG-Acc/End/Rech:50(21), FotG-Dam/End/Rech:50(21), Erad-Acc/Dmg/EndRdx/Rchg:30(23), Erad-Acc/Rchg:30(23), Erad-Dmg:30(25)
    Level 8: Build Momentum -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(25)
    Level 10: Obsidian Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(27), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(29)
    Level 12: Follow Through -- SBrutesF-Acc/Dmg/Rchg:50(A), SBrutesF-Rech/Fury:50(29), SBrutesF-Acc/Dmg/EndRdx/Rchg:50(31), Mako-Acc/Dmg:50(31), Mako-Acc/EndRdx/Rchg:50(31), Mako-Dmg/EndRdx:50(48)
    Level 14: Taunt -- Zinger-Dam%:50(A)
    Level 16: Dark Regeneration -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(36), Theft-+End%:30(37), Nictus-Acc/EndRdx/Heal/HP/Regen:50(37), Nictus-Acc/EndRdx/Rchg:50(37)
    Level 18: Rend Armor -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(42), Hectmb-Acc/Rchg:50(42), Hectmb-Dmg/EndRdx:50(43), Hectmb-Dam%:50(43)
    Level 20: Cloak of Darkness -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/Rchg:50(50)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(34)
    Level 26: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33)
    Level 28: Whirling Smash -- SBrutesF-Dmg/Rchg:50(A), SBrutesF-Acc/EndRdx/Rchg:50(46), SBrutesF-Acc/Dmg:50(46), Erad-Acc/Dmg/EndRdx/Rchg:30(48), Erad-Acc/Dmg/Rchg:30(48), Erad-Dmg:30(50)
    Level 30: Cloak of Fear -- N'mare-EndRdx/Fear:50(A), N'mare-Acc/EndRdx:50(40), N'mare-Acc/Fear:50(42)
    Level 32: Arc of Destruction -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(40), Armgdn-Dam%:50(40)
    Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39)
    Level 38: Soul Transfer -- Sciroc-Acc/Rchg:50(A)
    Level 41: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
    Level 44: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx:50(45)
    Level 47: Superior Conditioning -- P'Shift-End%:50(A)
    Level 49: Physical Perfection -- P'Shift-End%: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 -- EndRdx-I:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Run-I:50(A)
    Level 4: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(43)
    Level 4: Hurdle -- Jump-I:50(A)
    Level 4: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(45), P'Shift-EndMod/Rchg:50(46)
    Level 1: Momentum
    Level 50: Agility Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 50: Ion Core Final Judgement
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Warworks Core Superior Ally
    Level 50: Ageless Radial Epiphany
    ------------



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  14. planet_J

    Brutes and DDR

    Dark is a conglomerate of REALLY good tools for survival...it is FAR more survivable than Fire...

    Dark gives you much stronger composite resists than fire does across the board, and has the highest psi resists in the game...

    Dark has the most powerful heal in the game, and it's up about every 10-15 seconds...it costs a lot of endurance but good slotting and a theft of essence proc goes a long way to mitigating that issue

    Dark has Cloak of Darkness, an inherent +DEF power on the same level as weave with +DEF to ALL...and this power also decreases the perception of foes around you.

    Dark also has 2 different mez toggles that can be used for soft control Cloak of Fear is excellent mitigation in melee...it is endurance heavy and needs lots of accuracy, but I find 3 slotting it with the nightmare set gives enough end redux and accuracy to make it viable and not all too costly. Oppressive Gloom is a PBAoE stun aura, and also can be good for mitigation, it does minor damage to you, but costs no endurance and you can 1 slot it with an accuracy IO and be fine.

    Dark also has the best self-rez in the game, I am not big on rez powers as they go, but this one leaves you untouchable and puts a mag 30 stun on everything around you. That's right MAG 30 STUN...

    Dark also gives you a less resisted type of damage in your damage aura, negative energy is not all that commonly resisted much like fire and cold.

    In my mind Dark's survivability is really only surpassed by a stone armor in granite...and you don't have the hefty debuffs to your character to deal with either. Electric can be close to Dark if you build for defense, but I give the edge to Dark because of the soft controls in the Auras and the +DEF power.
  15. planet_J

    Fire/Psi/Psi

    So what about something like this...?

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Colossal Phoenix : Level 50 Mutation Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Psionic Assault
    Power Pool: Concealment
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Acc/EndRdx/Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(5), Apoc-Dmg:50(5)
    Level 1: Psionic Dart -- Thundr-Dmg/EndRdx:50(A)
    Level 2: Fire Cages -- Posi-Acc/Dmg/EndRdx:50(A), GravAnch-Hold%:50(11)
    Level 4: Mind Probe -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(7), Hectmb-Acc/Rchg:50(7), Hectmb-Dmg/EndRdx:50(9), Hectmb-Dam%:50(9)
    Level 6: Stealth -- LkGmblr-Rchg+:50(A)
    Level 8: Hot Feet -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Acc/Dmg/EndRdx:50(15), M'Strk-Acc/Dmg/EndRdx:50(25)
    Level 10: Mental Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg:50(A), Dev'n-Acc/Dmg:50(11), Dev'n-Hold%:50(13)
    Level 12: Flashfire -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(13), SAotDominator-EndRdx/Rchg:50(43), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(43), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(43)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15)
    Level 16: Psychic Scream -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(17), Posi-Dmg/Rchg:50(17), Posi-Dmg/Rng:50(19), Posi-Acc/Dmg/EndRdx:50(19)
    Level 18: Cinders -- Lock-%Hold:50(A), BasGaze-Acc/Hold:30(31), BasGaze-Acc/Rchg:30(34), BasGaze-Acc/EndRdx/Rchg/Hold:30(34), BasGaze-EndRdx/Rchg/Hold:30(46)
    Level 20: Drain Psyche -- Panac-Heal/EndRedux:50(A), Panac-EndRdx/Rchg:50(21), Panac-Heal/Rchg:50(21), Panac-Heal/EndRedux/Rchg:50(23), Panac-Heal:50(23), P'Shift-EndMod/Acc/Rchg:50(25)
    Level 22: Fly -- Winter-ResSlow:50(A)
    Level 24: Hover -- LkGmblr-Rchg+:50(A)
    Level 26: Bonfire -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(27), Posi-Dmg/Rchg:50(27), Posi-Dmg/Rng:50(29), Posi-Acc/Dmg/EndRdx:50(29), Empty(50)
    Level 28: Subdue -- SAotDominator-Rchg/+Dmg%:50(A), Apoc-Dmg/Rchg:50(37), Apoc-Acc/Dmg/Rchg:50(37), Apoc-Acc/Rchg:50(40), Apoc-Dmg/EndRdx:50(40), Apoc-Dam%:50(50)
    Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31)
    Level 32: Fire Imps -- S'bndAl-Dmg/Rchg:50(A), S'bndAl-Acc/Dmg/Rchg:50(33), S'bndAl-Acc/Rchg:50(33), S'bndAl-Dmg/EndRdx:50(33), S'bndAl-Build%:50(34)
    Level 35: Psionic Lance -- Mantic-Dmg/EndRdx/Rchg:50(A), Mantic-Dmg/ActRdx/Rchg:50(36), Mantic-Acc/ActRdx/Rng:50(36), Mantic-Dmg/EndRdx:50(36), Mantic-Acc/Dmg:50(37)
    Level 38: Psychic Shockwave -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(39), Armgdn-Dam%:50(40)
    Level 41: Link Minds -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/Rchg:50(42)
    Level 44: Mind Over Body -- GA-3defTpProc:50(A), S'fstPrt-ResDam/Def+:30(45), S'fstPrt-ResKB:30(45), Aegis-ResDam:50(45), Aegis-ResDam/EndRdx:50(46), Aegis-ResDam/Rchg:50(46)
    Level 47: Psionic Tornado -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(48), Ragnrk-Knock%:50(50)
    Level 49: Assault -- EndRdx-I:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    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 -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A)
    Level 50: Agility Core Paragon
    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: Degenerative Radial Flawless Interface
    Level 50: Cimeroran Core Superior Ally
    ------------



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  16. planet_J

    Fire/Psi/Psi

    So if I wade into melee and play ranged mixed in about 50/50 what do you think would be more beneficial to rob slots from...? Cause I am ok with that, I was just basing this on my experience with the blaster...he needed to stay way away from everything...
  17. This is a SS/Stone brute build I just finished not long ago...and there are obviously some differences as this is a brute...but...

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    SS_Stone: Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Stone Armor
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Jab -- SBrutesF-Acc/Dmg:50(A), SBrutesF-Acc/Dmg/Rchg:50(3), SBrutesF-Acc/Dmg/EndRdx/Rchg:50(3)
    Level 1: Rock Armor -- LkGmblr-Rchg+:50(A), SW-ResDam/Re TP:50(5)
    Level 2: Punch -- SBrutesF-Rech/Fury:50(A), SBrutesF-Dmg/Rchg:50(5), SBrutesF-Acc/EndRdx/Rchg:50(7)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(45), C'ngImp-Dmg/EndRdx/Rchg:50(46)
    Level 6: Stone Skin -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(15), S'fstPrt-ResDam/Def+:30(15), GA-3defTpProc:50(17)
    Level 8: Earth's Embrace -- Numna-Heal:50(A), Numna-Heal/Rchg:50(17), Panac-Heal:50(19), Panac-Heal/Rchg:50(19), Mrcl-Heal/Rchg:40(25), Mrcl-EndRdx/Rchg:40(25)
    Level 10: Knockout Blow -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(29), Hectmb-Acc/Rchg:50(31), Hectmb-Dmg/EndRdx:50(31), Hectmb-Dam%:50(31)
    Level 12: Taunt -- Zinger-Dam%:50(A)
    Level 14: Mud Pots -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(23), Erad-Acc/Dmg/Rchg:30(23), FotG-Dam/End/Rech:50(37), FotG-Acc/Dmg:50(37)
    Level 16: Rooted -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(46), Panac-Heal:50(50), Panac-Heal/EndRedux:50(50)
    Level 18: Rage -- RechRdx-I:50(A), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-ToHit/Rchg:50(34)
    Level 20: Brimstone Armor -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(43), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(40), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(40)
    Level 26: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def/EndRdx/Rchg:50(29)
    Level 28: Hurl -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(37)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
    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: Teleport -- Winter-ResSlow:50(A)
    Level 38: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(39)
    Level 41: Granite Armor -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(42), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), LkGmblr-Rchg+:50(43), LkGmblr-Def:50(43)
    Level 44: Tactics -- GSFC-ToHit/Rchg/EndRdx:50(A), GSFC-ToHit/EndRdx:50(46)
    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: Dark Obliteration -- Det'tn-Acc/Dmg/EndRdx: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 -- Run-I:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Panac-Heal/+End:50(7), Mrcl-Rcvry+:40(21)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Rchg:50(9), P'Shift-EndMod:50(21)
    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: Degenerative Radial Flawless Interface
    Level 50: Cimeroran Core Superior Ally
    Level 50: Ageless Radial Epiphany
    Level 50: Agility Core Paragon
    ------------



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  18. planet_J

    Fire/Psi/Psi

    So where would you borrow the slots to put in subdue...I took the slots from Health and Stamina...put them in char for 4 baz gaze and Apoc Dmg...

    Take the slots from mental blast? Flashfire?

    -E- my intent with this toon was to stay about 85-90% at range with him, I am not planning to be in melee range but often enough to fire DP and get out...should I be rethinking that strategy?
  19. Quote:
    Originally Posted by Johnny_Butane View Post
    I fully admit Stalker's aren't my specialty, but with the recent changes, I perceive Scrappers and Stalkers to be just about at the same place on the defense/offense spectrum.
    Stalkers have faster pylon times and keep all the AoE in most cases, the differences are primarly in their secondaries, scrappers are slightly more survivable if you take into consideration a stalker being out of hide. But Stalkers don't often poke their heads out for much as it does them little to no good to give up immense defense bonuses and stealth. Some Primary sets are immensely better on Stalkers like Street Justice because they get ANOTHER big hitter with AS, but lose no AoE at all.

    Quote:
    Granted, Stalkers are skewed more to ST damage and Scrappers are stronger in the AoE department. But Stalker's stealth feels comparable Scrapper survivability, if one had to compare apples to pears.
    Stalkers are not your strong suit I can tell, Stalkers keep the AoE and hit even harder ST...they are the top damage dealers....see pylon times.


    Quote:
    And I wouldn't mind a similar relationship between Tankers and Brutes, them being the two "heavy" melee ATs (as opposed to Stalkers and Scrappers being "light") and already sharing similar caps (except damage which is what I'm trying to remedy), Which is why I keep pushing for Tanker ST damage. Let Brutes be the AoE machines of the two. Conceptually, it makes sense to me.
    So, you've said earlier in this thread you would give up some survivability for damage...right?

    So, if you would give up your higher base HP and res/def advantages (in primaries and power pools) to get more damage...you're just rolling the wrong toons...

    Why not roll a brute then...?

    Issue solved.

    Unless, you're miffed because you don't want to relevel a toon to 50...or you're seriously attached to ice armor/melee...in which case you either need to bite the bullet, or start waiting for ice on brutes like everyone else who is attached to those sets and prefers damage.
  20. planet_J

    Fire/Psi/Psi

    Hello, I have made some controllers in my day, but never really got into a dominator. I had a Fire/MM blaster that I just wasn't happy with and decided to reroll it as a Fire/Psi dom...concept is the same, but I was curious as to some feedback on this build since I have never really built one of these before...

    The 6th slot in bonfire is the kb to kd proc...its just not in mids yet...

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Colossal Phoenix : Level 50 Mutation Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Psionic Assault
    Power Pool: Concealment
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Char -- Empty(A)
    Level 1: Psionic Dart -- Empty(A)
    Level 2: Fire Cages -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Dmg/Rchg:50(7), Posi-Acc/Dmg/EndRdx:50(9), Posi-Dam%:50(9), GravAnch-Hold%:50(11)
    Level 4: Mind Probe -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(11), Hectmb-Acc/Rchg:50(13), Hectmb-Dmg/EndRdx:50(13), Hectmb-Dam%:50(15)
    Level 6: Stealth -- LkGmblr-Rchg+:50(A)
    Level 8: Hot Feet -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-%Dam:30(15), Erad-Acc/Dmg/Rchg:30(25), Sciroc-Acc/Dmg/EndRdx:50(31), Sciroc-Dam%:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(34)
    Level 10: Mental Blast -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(37), Apoc-Acc/Rchg:50(37), Apoc-Dmg/EndRdx:50(40), Apoc-Dam%:50(40)
    Level 12: Flashfire -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), SAotDominator-EndRdx/Rchg:50(43), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(43), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(43), SAotDominator-Rchg/+Dmg%:50(46)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    Level 16: Psychic Scream -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(17), Posi-Dmg/Rchg:50(17), Posi-Dmg/Rng:50(19), Posi-Acc/Dmg/EndRdx:50(19)
    Level 18: Cinders -- Lock-%Hold:50(A)
    Level 20: Drain Psyche -- Panac-Heal/EndRedux:50(A), Panac-EndRdx/Rchg:50(21), Panac-Heal/Rchg:50(21), Panac-Heal/EndRedux/Rchg:50(23), Panac-Heal:50(23), Acc-I:50(25)
    Level 22: Fly -- Winter-ResSlow:50(A)
    Level 24: Hover -- LkGmblr-Rchg+:50(A)
    Level 26: Bonfire -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(27), Posi-Dmg/Rchg:50(27), Posi-Dmg/Rng:50(29), Posi-Acc/Dmg/EndRdx:50(29), Empty(50)
    Level 28: Subdue -- Dev'n-Acc/Dmg/Rchg:50(A)
    Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31)
    Level 32: Fire Imps -- S'bndAl-Dmg/Rchg:50(A), S'bndAl-Acc/Dmg/Rchg:50(33), S'bndAl-Acc/Rchg:50(33), S'bndAl-Dmg/EndRdx:50(33), S'bndAl-Build%:50(34)
    Level 35: Psionic Lance -- Mantic-Dmg/EndRdx/Rchg:50(A), Mantic-Dmg/ActRdx/Rchg:50(36), Mantic-Acc/ActRdx/Rng:50(36), Mantic-Dmg/EndRdx:50(36), Mantic-Acc/Dmg:50(37)
    Level 38: Psychic Shockwave -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(39), Armgdn-Dam%:50(40)
    Level 41: Link Minds -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/Rchg:50(42)
    Level 44: Mind Over Body -- GA-3defTpProc:50(A), S'fstPrt-ResDam/Def+:30(45), S'fstPrt-ResKB:30(45), Aegis-ResDam:50(45), Aegis-ResDam/EndRdx:50(46), Aegis-ResDam/Rchg:50(46)
    Level 47: Psionic Tornado -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(48), Ragnrk-Knock%:50(50)
    Level 49: Assault -- EndRdx-I:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    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 -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Health -- Panac-Heal/+End:50(A), Numna-Regen/Rcvry+:50(5), Mrcl-Rcvry+:40(5)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(3), EndMod-I:50(3)
    Level 50: Agility Core Paragon
    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: Degenerative Radial Flawless Interface
    Level 50: Cimeroran Core Superior Ally
    ------------



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  21. Quote:
    Originally Posted by Johnny_Butane View Post
    I ask for a damage buff cap increase to bring Tankers in line with Brutes.

    I don't usually bother trying to figure out new mechanics for Tankers to make them unique anymore. I'd rather leave that up to people the devs give fair consideration to. Even so, I've suggested a couple recently on the off chance they caught on.

    As long as the damage cap gets fixed in addition to it*, I'm willing to entertain just about any mechanic or suggestion. But whatever else Tankers get, I think ideally it should add some pizzazz, fit with them conceptually, improve their popularity and make them feel badass. IMO, that's not an end discount.

    If your idea and the cap fix were the only thing on they table, I could learn to live with it. It certainly wouldn't make Tankers worse. I just think there are cooler ideas than an end discount and I'd give the thumbs up to one of them before I would your idea.


    *Or even instead of a cap increase if the suggestion improved Tanker damage potential similarly.



    .
    Brutes and tanks are not equal...never have been...never will be...the MMO gods have deemed this to be so Johnny...so stop this incessant ranting and get over it already...

    Tanks are not losing out on tanking to brutes...

    You want to prove it? I can guarantee you, I have seen a few tanks that could tank the Hamidon AV in the UGT. I have a DM/INV brute...he is no slouch, I could tank the warwalkers...but not everything in the UGT...and the Hamidon AV squashed him like a bug...just didn't have enough tank in him...but an INV tank would have...or a Dark Armor tank...or Electric...etc.

    Want to know why UGT is not all that commonly run these days? Because people know you cannot tank the Hami with a Brute...and finding someone who plays a tank...and knows what they're doing...is hard on most nights, then try to put together a trial and get enough people, who aren't scared of failing, together to run it. Good Luck.

    The endgame content you all think brutes excel in, actually better defines a role for Tanks in the end than normal gameplay has in years...

    But who sees that when all they want to do is watch Tanks burn the world in butane?
  22. I have a /regen guide in my sig...My 1st 50 was a Claws/Regen scrapper back in 05-06 and my current main is a SS/Regen Brute...it hits like a Mack Truck...and survives in many places nobody else can go...if you want a good build I can post mine...though it is expensive...you could go more cost effectively but you couldn't run my attack chain with any less recharge.

    I have some really good tips and slotting advice in my guide...it will really help you hit the ground running.

    KM/SS/TW are all good for the set...

    I would say TW or SS but KM is also a great choice though it has less mitigation in the form of knockdown and stun than the other 2 respectively...and regen likes mitigation.
  23. planet_J

    Brutes and DDR

    Dark with Ageless Radial = Unstoppable...

    Went that route on a TW/Dark brute with S/L/E/N @ 45-46% Def and it has been a monster...
  24. I just built a SS/Stone brute and there's a thread probably on this page still that has the build in it...I tweaked it some, but it's very close to what I ended up with...

    For DM you want your attack chain to be Smite->MG->Smite->Siphon Life

    Hit Soul Drain as it comes back (I like to slot it with an attack set...like armageddon) and you can use Dark Consumption as a second AoE attack or for end recovery depending on build needs...(I prefer 5-6 slots of oblit or 5 slots of oblit +1 L50 end mod IO)
  25. put hasten on auto, and click rage when it comes up...I do on my SS/Regen brute...and I have perma DP and t4 rebirth that are constant clicks too.