planet_J

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  1. If you want Better resists and more defense go Dark...if you want less resists and no defense...but an endurance drain power...go electric...

    If I am considering electric at all for a build, I go with Dark armor everytime...
  2. If you don't want your costume obscured then turn off pulse/fade in the power color customized at character creation...issue solved.
  3. The ST DPS is only marginally inline with the very median average of sets...it's barely above BS, Electrical Melee is the lowest ST DPS so comparing the 2 is hardly interesting...everything is better than ELM.

    It cannot keep up with claws...period. DB is running the highest DPS with ELA right now, so explain to me how it keeps up?

    Katana is better DPS than Axe, and has always been near the top tier of sets in that regard, EM is nowhere in the same ballpark.

    What about StJ, TW, and MA? EM is nowhere near them...

    The AoE is terrible...the animation times are garbage, and ever since they nerfed it years ago, the ST DPS has been on the lower side of the middle. It always will be, and it will never be what it once was...EM is terrible as a set and sacrifices too much for no reward.
  4. My top 4 recommendations (in no particular order):

    Regen - Regen is amazing when well built, and it's even more potent on a Brute...more HP is more Regen at the same percentages as a Scrapper...a Regen Brute capped out can match AV regen numbers...(In panic mode that would put you around 340-350 HP/sec!!!)

    Dark - Dark is an amazing powerset, it has a built in defensive power, strong resists to many things most notably psionics where it has more resistance than any other set, and a powerful heal that can be made available every 10 seconds. It needs KB protection so slot at least 8 points 12 if you can find room for it.

    Invuln - Invuln is the original survivability set, it gets defense bonuses, it has strong resists to the most common damage types, and gets a heal that boosts your Max HP.

    Super Reflexes - SR is a great set and gets overlooked sometimes, it has resists built in as your HP drops your resists get stronger. It has the highest Defense Debuff Resists in the game. It is easily built on the cheap to softcap, and if you want to put some money into it, you can even softcap to incarnate content. It also has some built in recharge, which means you attack even faster. It does benefit from a heal, and it likes some endurance recovery because it doesn't have a tool to help with that.

    my 2 cents
  5. planet_J

    Katana/DA

    Claws: I was mainly talking about the Hami-Os...I know BotZ still works...

    Dragon: Your current Katana build is more of a glass cannon build...you are hardly utilizing the strengths of the set...like Divine Avalanche boosting Melee Def and trying to go positional...that's why your survivability is lower. I would have liked to be able to work in a few purple damage sets, or even the brute set in my build...but I couldn't make it work and still get the survivability I was looking for...
  6. Quote:
    Originally Posted by Lobster View Post
    I just did a /regen brute - it wasn't terrible. Definitely not "awesome", but it was fun. I'm not sure I'd do a /regen scrapper ever again - if I'm going to run that set, might as well get the extra mileage that a brute gets out of it with the higher HP cap.

    Staff should go better (defensively) than ss/ as well with the parry type skill... if you want staff/regen I would definitely choose a brute over a scrap. For /dark, either way is good.

    The /energy epic on brutes has the droids...err +regen passive you are looking for.

    /elec is pretty solid in general, hard to go wrong there.
    Regen is as productive as you are willing to spend influence on it...the more you are willing to spend the better it gets...my scrapper has capped regen if I am in panic mode.
  7. Rolled an ELM/ICE stalker the other day...he is in low 20's and I am loving it...it really is THAT good. My build will have incarnate softcapped S/L/E/N...and F/C is not too far behind...plus good DDR.
  8. Redraw? Regen doesn't have a particularly high amount of redraw unless you're in panic mode...but that doesn't happen all that often with a strong build...

    Check the link in my sig for some regen building tips...I made this guide specifically for i22 to address ATO's and all the new goodies. It will help you a lot.

    Dark armor is also one of my favorites and I don't think you can go wrong there either, but it's a completely different type of set. I rolled a Katana/Dark brute to softcap Positional Defenses, and he is a bear to kill...I don't know how you would work it out defensively on staff weapons, as I haven't played it on beta or otherwise, and I am not sure what the defensive bonuses are from the set, but Regen benefits from an inherent with defensive bonuses as well.
  9. planet_J

    Katana/DA

    I run barrier t4 core as needed...no ageless.

    I only need blues when I get into long protracted fight or S/L farming with large mobs.

    AV battles/pylons take some blues occasionally but not anything more than average builds. Plus I have some accolades and that helps some with endurance.

    -E- Werner's build uses lots of now defunct Hami-Os and BotZ sets, I've compared notes...his build would have to be reworked for i22. I actually sent him a copy of my build for him to glance over, and haven't heard back from him...but I am sure he is playing with it...He also used hover instead of combat jumping...
  10. Sustained damage evens out. Scrappers have a higher burst damage...

    However...brutes have more HP, more HP =more regen at the same %. Where as a Scrapper caps around 300 HP per sec. A brute will cap 30-40 HP/sec higher because it has more HP.
  11. Agility alpha t4 core it adds endurance recovery recharge and defense
    Destiny barrier and/or ageless
    Judgement go ion or void both are maximum damage powers
    interface I like preemptive core but reactive is good too
  12. planet_J

    Katana/DA

    In the brute forums, there is a thread about Dark Armor. My Kat/DA Brute build is posted there. Obviously not all will translate, but a good deal of it will.

    http://boards.cityofheroes.com/showthread.php?t=285221
  13. planet_J

    Psionic Armor

    Quote:
    Originally Posted by RaikenX View Post
    I also couldn't help but notice a distinct lack of mez resistance in planet j's psy armor. probably a slight oversight during the write up, and something easily added to (and most likely intended) mental fortitude.
    I assure you it was my intent that it be implied that the mental fortitude power was the mezz toggle...perhaps I hastily missed adding the implications...but that was my thought...
  14. Obsidian Shield is one of Dark's biggest strengths...not slotting it well is a waste.

    Split the Superior Brute Set into 2 groups of 3 and replace a set of Kinetic Combat, save some slots and put them into obsidian...even if you only slot 2 generic 50 +res IO's

    In Evis put 3 Erads or Oblits in the other 3 slots...(see what bonuses you like better)

    I would steal 1 slot from Follow Up and put 3 Brute ATO's in it, leave the 2 RR's in with them...

    Stamina is way overslotted...you could rob 3 slots there and use them elsewhere, leave the perf shift proc and maybe the end mod if you think you need it...spread the other slots around (atleast 1 or 2 in Obsidian Shield IMHO)

    The Pshift proc in superior conditioning isn't helping you...Superior Conditioning adds to Max End, so you want a steady number in there...try 2 (boosted) level 50+5 generic End Mod IO's in there and save a slot to use elsewhere...

    Death Shroud Benefits greatly from 6 slotting MultiStrike, and it will seriously cure some of your end issues on top of adding Def bonuses.

    You could (add a slot and) put a LotG Def/End in Weave to cut down on end consumption as well...

    I normally slot Combat Jumping with a LotG +rech and that's it...I think you overslotted, but to each their own.

    I would go Agility tier 4 Core Alpha slot on this build and see what you think...I think you would be surprised how many slots you can save...the 45% endurance/ 33% Recharge/ 20% Defense enhancement will make worlds of difference. It seriously did on my Kat/Dark Brute...
  15. planet_J

    New to scrappers

    Could always go with a Classic...Claws/SR...which is buckets full of fun to play and extremely easy to get right...nice ST DPS and AoE DPS...claws is cheap on endurance to run...and SR adds some recharge inherently which claws happens to crave...this was the original AV Killer...still great today...just somewhat overlooked.

    -E- I have also been working on a spines/fire build that would potentially put out massive DPS...if I finish it soon...I will post it...but think...2 damage auras...tons of DoT...plus interface procs and boatloads of AoE...the ST DPS is good too if my math is right...

    Ok, check this out... ST Chain is Burn (348.2 DPS)/Ripper (429.1 DPS)/Impale (367.8 DPS)/ThrowSpines (284.4 DPS) repeat based on Mids Values using Arcana Time for casting...not sure what the chain comes out to be exactly as an average...but it would be nasty...and that's not counting fiery embrace or build up worked in as they come up.

    S/L Def is 45%
    2 Damage Auras that combine for 50.6 DPS
    53% S/L Resists

    You will want t4 Ageless Core Destiny on this toon...Net End recovery is only 1.19...with ageless you won't be able to burn endurance fast enough...and your attack chain could lose throw spines too with Ageless up...and I included Conserve Power to get to 2.13 Net End recovery for spurts at a time...it will be up for 90 sec and down for 108 sec.

    No travel power, I use ninja run.

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    TorchSpine: Level 50 Mutation Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Barb Swipe -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(9)
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(11), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(13), S'fstPrt-ResKB:30(13), S'fstPrt-ResDam/Def+:30(15)
    Level 2: Blazing Aura -- M'Strk-Dmg/EndRdx:50(A), M'Strk-Acc/Dmg:50(3), M'Strk-Dmg/Rchg:50(3), M'Strk-Acc/EndRdx:50(5), M'Strk-Acc/Dmg/EndRdx:50(5), M'Strk-Dmg/EndRdx/Rchg:50(7)
    Level 4: Healing Flames -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(15), Dct'dW-Rchg:50(17), Dct'dW-Heal/Rchg:50(17), Dct'dW-Heal/EndRdx/Rchg:50(23)
    Level 6: Lunge -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(48)
    Level 8: Spine Burst -- SScrappersS-Acc/Dmg:50(A), SScrappersS-Dmg/Rchg:50(25), SScrappersS-Rchg/+Crit:50(29), M'Strk-Dmg/EndRdx/Rchg:50(34)
    Level 10: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(27)
    Level 12: Temperature Protection -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam:40(27), RctvArm-ResDam/EndRdx/Rchg:40(29), GA-3defTpProc:50(31)
    Level 14: Impale -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(31), Apoc-Acc/Dmg/Rchg:50(33), Apoc-Acc/Rchg:50(33), Apoc-Dmg/EndRdx:50(33)
    Level 16: Plasma Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(34), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(39)
    Level 18: Quills -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(19), M'Strk-Dmg/Rchg:50(19), M'Strk-Acc/EndRdx:50(21), M'Strk-Acc/Dmg/EndRdx:50(21), M'Strk-Dmg/EndRdx/Rchg:50(23)
    Level 20: Consume -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(37), EndMod-I:50(37)
    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(39), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(40)
    Level 28: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(42)
    Level 30: Burn -- SScrappersS-Acc/Dmg/Rchg:50(A), SScrappersS-Dmg/EndRdx/Rchg:50(43), SScrappersS-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(45), Oblit-Dmg:50(45), Oblit-Acc/Dmg/Rchg:50(45)
    Level 32: Ripper -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(46), Armgdn-Acc/Dmg/Rchg:50(46), Armgdn-Acc/Rchg:50(46), Armgdn-Dmg/EndRdx:50(48)
    Level 35: Fiery Embrace -- RechRdx-I:50(A)
    Level 38: Throw Spines -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/EndRdx:50(39), Ragnrk-Acc/Rchg:50(43), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(50)
    Level 41: Rise of the Phoenix -- Dct'dW-Heal/Rchg:50(A)
    Level 44: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(50), LkGmblr-Def:50(50)
    Level 49: Conserve Power -- RechRdx-I:50(A)
    Level 50: Reactive Radial Flawless Interface
    Level 50: Agility Core Paragon
    ------------
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(42)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(42)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  16. As I said, put it in burn, up about every 10 seconds, AoE that hits lots of baddies, and well slotted does lots of damage.

    -E- My SS/Fire brute between FS and Burn, my Fury stays about 90-95% all the time...and I do mean nearly ALL the time.
  17. I personally find the proc works best in burn...
  18. This is a build of my brute, it's slightly dated, as the ATO sets were not out yet...and there are some thing you can change like take out the PVP IOs to fit a budget...but the rest is not really all that bad cost wise...it won't be exactly the same thing, but a lot of it will translate accordingly...

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Destroy the Darkness: Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Dark Armor
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Shadow Punch -- 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)
    Level 1: Dark Embrace -- GA-ResDam:50(A), GA-End/Res:50(5), GA-RechRes:50(7), GA-3defTpProc:50(7), GA-Res/Rech/End:50(9), GA-RechEnd:50(40)
    Level 2: Death Shroud -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(9), M'Strk-Dmg/Rchg:50(11), M'Strk-Acc/EndRdx:50(11), M'Strk-Acc/Dmg/EndRdx:50(13), M'Strk-Dmg/EndRdx/Rchg:50(13)
    Level 4: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(46)
    Level 6: Fly -- Zephyr-ResKB:50(A)
    Level 8: Murky Cloud -- Aegis-Psi/Status:50(A), Aegis-ResDam/EndRdx/Rchg:50(15), Aegis-ResDam/Rchg:50(17), Aegis-ResDam/EndRdx:50(17), Aegis-ResDam:50(19)
    Level 10: Obsidian Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(19), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21)
    Level 12: Smite -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(23), T'Death-Dmg/Rchg:40(25), T'Death-Acc/Dmg/EndRdx:40(25), T'Death-Dmg/EndRdx/Rchg:40(27), T'Death-Dam%:40(34)
    Level 14: Shadow Maul -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(40)
    Level 16: Dark Regeneration -- FotG-Acc/End/Rech:50(A), FotG-Acc/Dmg/End/Rech:50(31), FotG-Acc/Dmg:50(33), Theft-Acc/EndRdx/Rchg:30(33), Theft-+End%:30(33), Theft-Heal/Rchg:30(34)
    Level 18: Touch of Fear -- SipInsght-Acc/ToHitDeb:50(A), SipInsght-Acc/EndRdx/Rchg:50(23), SipInsght-Acc/Rchg:50(34), SipInsght-ToHitDeb/EndRdx/Rchg:50(39), SipInsght-%ToHit:50(43), SipInsght-ToHitDeb:50(45)
    Level 20: Cloak of Darkness -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def:50(36), SW-ResDam/Re TP:50(36)
    Level 22: Siphon Life -- Nictus-Acc/EndRdx/Rchg:50(A), Nictus-Heal:50(36), Nictus-Heal/HP/Regen/Rchg:50(37), Nictus-Acc/EndRdx/Heal/HP/Regen:50(37), Nictus-Acc/Heal:50(37)
    Level 24: Taunt -- Zinger-Dam%:50(A)
    Level 26: Dark Consumption -- P'Shift-EndMod/Acc:50(A), P'Shift-End%:50(39), P'Shift-Acc/Rchg:50(39)
    Level 28: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40)
    Level 30: Soul Drain -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(42), Erad-Dmg/Rchg:30(42), Erad-Acc/Dmg/Rchg:30(42)
    Level 32: Midnight Grasp -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(43), Hectmb-Acc/Dmg/Rchg:50(43), Hectmb-Acc/Rchg:50(45), Hectmb-Dam%:50(45)
    Level 35: Combat Jumping -- LkGmblr-Def:50(A)
    Level 38: Soul Transfer -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(46), Armgdn-Acc/Dmg/Rchg:50(46), Armgdn-Acc/Rchg:50(48), Armgdn-Dam%:50(48)
    Level 41: Boxing -- Empty(A)
    Level 44: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-End/Res:50(48), GA-ResDam:50(50), GA-Res/Rech/End:50(50)
    Level 47: Weave -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(50)
    Level 49: Superior Conditioning -- EndMod-I:50(A)
    Level 50: Spectral Radial Flawless Interface
    Level 50: Cimeroran Core Superior Ally
    Level 50: Void Core Final Judgement
    Level 50: Agility Core Paragon
    ------------
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  19. planet_J

    Psionic Armor

    Quote:
    Originally Posted by Kathari View Post
    Planet_J: The one problem I see with your list of powers is that we'd be stuck with primarily defense slotting, so a Psionic Armor build would have to get all of its extra defense from its teamed powerset and that really limits slotting options. Unless 6-slotting Red Fortune is worth it. I run into the same problem with Energy Aura. At least the defense is positional, but that also doesn't leave it with any holes which I think it needs in order to be balanced.
    It does have holes...on SOs, which the game is balanced around. But to softcap to regular content and not eat into your primary slotting...look at this...

    17.5% to ALL positions enhanced to 155% will come out to be around 25-26%
    Manuevers/Weave/Combat Jumping add +/-12% to ALL positions...we are at 37-38% now...add the 2 unique 3% Def resist IOs into your Resistance power and fill the rest with say...3 Aegis...and now you are at 43-44% M/R and 46-47% AoE...want to be over the cap? Add Agility Alpha and presto...now you can slot whatever in your primary with no worries. AND you have some extra endurance for APP/PPP pools, AND 33% recharge buff on your powers...Now if you wanted to hit Incarnate Soft Cap...that's another matter...

    Quote:
    Psionic Armor should be something like a midway point between Energy Aura and Dark Armor. As in, in the same territory as far as the style of armor set it is, but being a combination of defense and resistance with an obvious strength against psionics but a weakness against another element (i.e. fire, cold, whatever).
    I don't really disagree...I think of it as a Mixed Dark/Fire/Regen type set but inverse using Defense instead of being a Resists set. Or similar to EA but Positional instead if you will.
  20. that depends on how you want to be unbalanced...for Damage...TW/Fire is going to put out the most...period.

    For pure difficulty of being killed...DM/INV is hard to beat...and Katana/Dark is on the same level with a damage edge going to Katana/Dark.
  21. planet_J

    Psionic Armor

    Quote:
    Originally Posted by DreadShinobi View Post
    t1) Doesn't Matter.
    t2) Doesn't Matter.
    t3) Doesn't Matter.
    t4) Doesn't Matter.
    t5) Drain Psyche.
    t6) Doesn't Matter.
    t7) Doesn't Matter.
    t8) Doesn't Matter.
    t9) Doesn't Matter.
    I am sure you'll understand if I think your opinion "doesn't matter"
  22. planet_J

    Psionic Armor

    This is how I would like to see it...

    For all melee AT's (Of course stalkers would require the normal minor changes)

    Psionic Armor:
    Tier 1: Psionic Barrier - Your focused mind creates a barrier around your body inside melee range deflecting blows. Toggle: 17.5% Melee Def(enhanceable)/30% Defense Debuff Resists(unenhanceable) 0.26 End/sec

    Tier 2: Synaptic Overload - Your mind carries a great presence in your surrounding area, and it causes damage to your surrounding enemies, also with the possibility to stun them. Toggle PBAoE: Minor DoT (Psionic)/20% chance for mag 6 stun. range 8' 0.52 End/sec.

    Tier 3: Telekinetic Barrier - With greater exertion, you are able to extend the range of this barrier to include attacks from moderate to great distances. Toggle: 17.5% Ranged Def(enhanceable)/30% Defense Debuff Resists(unenhanceable) 0.26 End/sec

    Tier 4: Strength of Mind - Mind over matter is literally true for you, as your mental abilities have become so great, you can resist moderate amounts of damage through sheer willpower. Toggle: 17.5% Psionic Resists/7.5% to all other resists except toxic 0.26 End/sec

    Tier 5: Extra Sensory Perception - Your situational awareness has become so attuned that you are now able to predict where Area of Effect attacks will be hitting. Toggle: 17.5% AoE Def(enhanceable)/30% Defense Debuff Resists (unenhanceable) 0.26 End/sec

    Tier 6: Mental Fortitude - Your Psyche has become so strong, that through your mental faculties, even brute force cannot move you. Toggle: Resistance to KB (Mag 10)/ Resistance to Recovery Debuff (50% unenhanceable)/ Resistance to Recharge Debuff (50% unenhanceable) 0.26 End/sec

    Tier 7: Neural Drain - You can tap into the minds of those around you and drain their mental energy, converting it into your own. PBAoE Moderate DMG (Psionic), Foe -Recovery - +15% HP for 1st enemy and 5% each up to 10(enhanceable)/+10% Endurance for 1st enemy and 5% each up to 10(enhanceable) range: 10' cost: 18 Endurance

    Tier 8: Living Mind - Even though your body may have fallen in battle, your mind is so strong that you are able to gather yourself by draining the mental energy of those around you. Duration 90 secs untouchable, 50% HP + 5% per enemy up to 10 (enhanceable)/ 50% Endurance +5% per enemy up to 10/ Moderate PBAoE damage/ Mag 10 Stun.

    Tier 9: Mental Juggernaut - For a brief period of time, you can focus your energy to dramatically increase your mental protections. +40% Def to all positions +40% Resists to all except Toxic. Duration: 15 secs. Cost: 15 End. (I could also see this being something like unstoppable from the invuln set with a crash at the end, but I prefer this version without a crash)
  23. EM?

    How about anyone of these first?

    Dark Melee
    Kinetic Melee
    Claws
    Dual Blades
    Broadsword
    Katana
    Electrical Melee
    Fiery Melee
    War Mace
    Battle Axe
    Titan Weapons
    Staff Weapons
    Street Justice
    Water Balloons

    ok, so I ran out of ideas after water balloons...but any of those are all more viable DPS contenders than Energy Melee for a high end build...I will concede that water balloons would be a close match narrowly edging out Energy Melee by a hair. That is, of course, unless you fill the water balloons with gasoline...then they are fiery water balloons and fiery water balloons wins handily.
  24. well, if it's a straight farm toon...that's one thing...I wasn't sure if he was or not...so I thought I would put that out.
  25. Well, I see a couple of holes I can fill...

    Keep me posted on your progress as you level up playing that build...what you think about how it plays out...

    Dark regeneration can be made extremely accurate, as I did in my build, I have used it in AV battles with 1 target and recovered on a few limited occasions. It is up around 10 seconds or less, and if you go one further and use a miracle instead of a ToE then you absolutely will regain more endurance than you burn everytime you use it. Essentially making it a Heal +End Recovery power, because miracle will temporarily boost your recovery after it fires for a set amount of time on top of the End boost.

    The only thing in my build that I am not 100% happy with is the 93% accuracy on CoF(I have the nightmare IO's at +5 boosted)...that hits even con and +1's regularly...however, +2 or more and you get less and less hits from it.

    Dark Armor on SO's would be a bear to get to 50...but so would most things...think about Granite armor on SO's? Really, SR is about the only thing that might be somewhat manageable with no IO's at all...or perhaps regen simply because you have a very strong powerset to begin with that would benefit most from SO's...I could see that, with the right primary, that would work...Willpower also...but not much else really.

    Healing Flames can take resist set pieces but it only buffs toxic resists, unless you slot it as a mule for uniques or something similar.