planet_J

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  1. planet_J

    Rad/MM Critique

    Looking for some feedback on this build...

    want to keep my positional defense and recharge but want to work in more slots into the snipe with new changes in i24...

    Thanks in advance.

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

    Click this DataLink to open the build!

    NeuroFusion: Level 50 Magic Blaster
    Primary Power Set: Radiation Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: X-Ray Beam -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(3), Apoc-Acc/Rchg:50(3), Apoc-Dmg/EndRdx:50(5), Apoc-Dam%:50(5)
    Level 1: Subdual -- Empty(A)
    Level 2: Mind Probe -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(7), T'Death-Dmg/Rchg:40(7), T'Death-Acc/Dmg/EndRdx:40(9), T'Death-Dmg/EndRdx/Rchg:40(9), T'Death-Dam%:40(11)
    Level 4: Irradiate -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(11), Armgdn-Acc/Rchg:50(40), Armgdn-Dmg/EndRdx:50(42), Armgdn-Dam%:50(43)
    Level 6: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(13), Zephyr-ResKB:50(13)
    Level 8: Aim -- RechRdx-I:50(A)
    Level 10: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(15), LkGmblr-Def/EndRdx:50(15), SW-ResDam/Re TP:50(17)
    Level 12: Proton Volley -- Dev'n-Dmg/EndRdx:50(A)
    Level 14: Afterburner -- LkGmblr-Rchg+:50(A)
    Level 16: Concentration -- GSFC-ToHit/Rchg:50(A), GSFC-ToHit:50(17), GSFC-ToHit/Rchg/EndRdx:50(19), GSFC-Rchg/EndRdx:50(19), GSFC-ToHit/EndRdx:50(21), GSFC-Build%:50(21)
    Level 18: Cosmic Burst -- SBlastersW-Acc/Dmg:50(A), SBlastersW-Dmg/Rchg:50(23), SBlastersW-Acc/Dmg/Rchg:50(23), SBlastersW-Acc/Dmg/EndRdx:50(25), SBlastersW-Acc/Dmg/EndRdx/Rchg:50(25), SBlastersW-Rchg/Dmg%:50(27)
    Level 20: Drain Psyche -- Panac-Heal:50(A), Panac-Heal/EndRedux:50(27), Panac-EndRdx/Rchg:50(29), Panac-Heal/Rchg:50(29), Panac-Heal/EndRedux/Rchg:50(33), Acc-I:50(34)
    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(37)
    Level 24: Boxing -- Empty(A)
    Level 26: Neutron Bomb -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(43), Ragnrk-Acc/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(45), Ragnrk-Knock%:50(45)
    Level 28: World of Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(34), CoPers-Acc/Conf/Rchg:50(34), CoPers-Acc/Rchg:50(36), CoPers-Conf/EndRdx:50(37), CoPers-Conf%:50(37)
    Level 30: Tough -- GA-3defTpProc:50(A), Aegis-ResDam/EndRdx:50(31), Aegis-ResDam:50(31), Aegis-ResDam/Rchg:50(31), Aegis-EndRdx/Rchg:50(33), Aegis-ResDam/EndRdx/Rchg:50(33)
    Level 32: Atomic Blast -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(43), Oblit-Dmg/Rchg:50(46), Oblit-Acc/Dmg/Rchg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(46), Oblit-%Dam:50(50)
    Level 35: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(36)
    Level 38: Psychic Shockwave -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
    Level 41: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42)
    Level 44: Assault -- EndRdx-I:50(A)
    Level 47: Charged Armor -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam:50(48), Aegis-ResDam/EndRdx:50(48), Aegis-ResDam/Rchg:50(48), Aegis-ResDam/EndRdx/Rchg:50(50), Aegis-Psi/Status:50(50)
    Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    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 -- EndRdx-I: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 Core Flawless Interface
    Level 50: Cimeroran Core Superior Ally
    ------------



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  2. Grav/Cold could work, as snowstorm would give you a lot of benefit as well...you also get ice shields which would make singy a force to be reckoned with (I think they will buff singy) and potent debuffs from Sleet and Benumb. Plus heat loss is just a great power period...

    I might have to roll one of those to try it out.
  3. planet_J

    DM/Shield

    LOL...you just basically walked all over your best help likely for that combo...him and santorican and a few others did ALOT of work on that combo, and santorican hasn't been around lately, nor have alot of the other contributors...

    I think you might want to rethink the way you address some of the people in this forum...as being rude won't buy you the time of day from people who could certainly help you out.
  4. As a note...Shadowmeld cannot be made perma...you can get to where you have about 3-4 secs of downtime with a global recharge of about 180-190%+ (w/hasten, but before ageless) and 75%+ recharge in the power and running T4 Ageless.
  5. This is my SS/Regen PVE build...it's a monster...

    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: Leadership
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Jab -- SBrutesF-Acc/Dmg/Rchg:50(A), SBrutesF-Acc/EndRdx/Rchg:50(3), SBrutesF-Dmg/Rchg:50(3)
    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-Rech/Fury: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-EndRdx/Rchg:50(31), Panac-Heal/Rchg:50(31), Panac-Heal/EndRedux/Rchg:50(34), Panac-Heal/EndRedux:50(45)
    Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31)
    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: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(46), LkGmblr-Def/EndRdx: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: Gloom -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(45), Apoc-Dmg/EndRdx:50(46), Apoc-Dam%:50(46)
    Level 47: Dark Obliteration -- 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: 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), Numna-Regen/Rcvry+:50(5)
    Level 4: Hurdle -- Jump-I:50(A)
    Level 4: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(13)
    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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  6. Unconfirmed but certainly in the works along with the stuff that's coming...albeit perhaps later:

    Rad Melee
    Psi Melee
    Psi Armor - REALLY looking forward to this.
    Water Control/Dom secondary of some sort

    That's just what I could think of offhand based on what I've seen and heard.
  7. The 3% Defense PVP IO is most certainly the most important of the pieces you'd lose...and you can get a level 50 one for about 200-300 mil right now...perhaps less if you have some enhancement converters lying around.

    Without that, you'll be about 29-30% def to S/L/E/N which puts you close but not quite softcapped with a purple insp.

    -E- I have a feeling once you've played it, you'll want to see what it can do with all the purples and such...
  8. Quote:
    Originally Posted by electric_emu View Post
    I'm having trouble with how much more powerful the devs want incarnates to become. The current five slots (if you include Hybrid, which you probably shouldn't) have the potential to increase the effectiveness of any character dramatically. If the remaining four slots were even just as 'useful', the game would be as easy as it is when you play as your future self in Mender Ramiel's arc.

    Do we really want incarnates to break the game? I personally do not and I'd be willing to bet the devs do not. If the devs are dead set on providing us with combat-effective abilities all the way through omega, you can probably expect them to be as or less effective than the Hybrid slot. I think an interesting idea would be an incarnate ability that provided extra enhancement slots.

    As for quality of life powers, I don't think they're a bad idea. Perhaps upgraded versions of Afterburner or Long-range Teleport with some basic (read: pointless) combat use could work. I don't know. I can't really see it happening... we'll all just have to wait and see.
    I can assure you the devs will keep balance in mind. Also, look at the trials where these powers become available...UGT is exponentially more difficult than BAF, and Magi is harder than UGT, especially trying to do it "the hard way" or "the really hard way"
  9. I run CoF, I use 3 slots on it and I can get accuracy/end to be about 90% vs. +3s and endurance is about what it costs to run manuevers without end redux at that point.

    I like it much better. It's a bigger drain on endurance, but they stay planted. CoF is more desirable in my mind, but OG is easier to work into a build...it's really a depends on the build kind of thing.
  10. Quote:
    Originally Posted by Bakuryu View Post
    Hey guys.

    I was just wanting to get some direct feedback on how Energy Melee performs these days. I've seen posts here and there and from what I deduce its not faring so great. I understand that its AoE is very limited, but is the ST damage at least at the top of its class? I've never played a EM toon so I've never really followed how it's progressed. I seem to recall Energy Transfer being nerfed, but I could just be confusing things.

    Anyway, any direct feedback from EM players out there? I'm trying to decide whether I want to play a StJ or EM brute up some this 2xp weekend. =) Thanks!
    StJ or Kinetic Melee are the 2 options you should look at in lieu of EM...seriously...EM is very bad unless you're seriously devoted to it and want to spend 10+ bil inf.
  11. Quote:
    Originally Posted by Sentry4 View Post
    You would need 487% recharge in gloom to use Gloom/Burn/Gloom assuming you have safety period of 0.2s for gloom to 'fully' recharge.

    Even with 200% global recharge and 100% in the power, you're looking at a 2 second gap of every couple of seconds.

    Also, I'm not sure if ending the chain with the beginning of the chain is a way of saying "repeat", but obvious ET-->ET isn't practical, nor is KoB-->KoB.

    The Super Strength DPS chain uses Haymaker if I remember correctly.




    To the OP:

    I have no clue. I just wanted to let you know I disagree with the above poster in more ways than one.
    It takes 185-190% global recharge to run KOB->Gloom->Burn->Gloom and 100%+ recharge in those powers

    My SS/Regen runs a KOB->Gloom->HM->Gloom chain, but I don't have burn...though it matches up about the same. I also don't run ageless...you could get to where you're running the /Fire chain easily with Ageless.

    It isn't an easy chain to run, nor is it cheap to build to do it...(My SS/Regen build cost about 13 bil inf for example)
  12. planet_J

    So TW/DA

    Well the brute's Fury proc works best in FT since you use it 2-3 times minimum and it has a base 14 sec recharge.

    Other good places for procs are RA and AoD.

    If you notice where my procs are slotted...that's where you want yours.

    You overslotted oppressive gloom really...one accuracy in that power is fine.

    Taking OG and CoF is an interesting idea...but CoF keeps them planted while OG makes them wander...with TW you don't want to be chasing them. You can do both...but if I were you, I would move slots to CoF and slot OG with one accuracy. That way you can use those slots elsewhere.

    The brute's fury proc doesn't function well in a damage aura...it seems to work much more effectively in an individual power, based on observations...it only checks about every 10 seconds, and it may not fire in your aura at that interval because of the timing that the aura checks, you really don't gain much from it.

    The FotG Proc functions much better in the Damage aura...everything around you has a chance to have it's resists debuffed all together versus just one at a time...or in an AoE as often as you use the AoE.

    Also, I noticed you only have 4 pts KB prot while I have 10.

    Each 3 piece slotting of Fury of the Gladiator gives me 3 pts KB prot.

    You may want to rethink that.

    Several of your attacks have little to no end redux...even with ageless...TW is a monster to keep running...I would recommend changing that up so you can sustain better...as Ageless tails off it will be hard to keep up.

    You are really light on recharge to run the top chain as it sits...you could stand to keep some purple sets together to keep those recharge bonuses. If you're going to use them then 5 slot them...otherwise you're missing out on necessary bonuses to keep it running the top chain.

    Also, in my build note the accolades...those are imperative for you to get...they just take a little work and make an enormous difference on your toon once you have them. That's where a lot of the end recovery comes from, I have 120+ endurance.
  13. Quote:
    Originally Posted by ThePhlebotomist View Post
    Thanks for the suggestions! I was going for those Melee defense bonuses at the 5-6 enh level, hoping it might help, but will look at the typed ones you mentioned. I didn't even know about that end proc, too, so will look for it!

    I had Siphon Life when I was running Cloak of Fear, but seemed like I wasn't getting much bang from it for the end. I agree it SHOULD be useful, though.

    Do you guys slot Siphon Life for healing, then, or damage? Or both?
    Even if you don't need the heal, take it and slot for damage...if you need the heal, then take it, put like 4 kinetic combats and a cheap triple from something like crushing impact or makos, and slot it with a level 50 generic Heal IO...that should suffice greatly.

    Siphon Life is easily the 2nd or 3rd hardest hitting ST attack in the whole set...you want it either way.
  14. This should softcap or be extremely close to S/L/E/N with one small purple...if you use enhancement boosters to boost both (one at +5 and the other unboosted might get you there, but I prefer to err on the side of caution) of the recharges in hasten to +5 you will be perma there. Dull Pain is permanent, Instant Healing is up 51% of the time and running all toggles you have 5.0 net end recovery counting the 3 perf shifter procs (4.4 net w/o the procs)...that should fuel TW with no issues whatsoever. Happy hunting.

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

    Click this DataLink to open the build!

    TW_Regen: Level 50 Science Brute
    Primary Power Set: Titan Weapons
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Crushing Blow -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(46), Mako-Dmg/Rchg:50(46), Mako-Acc/EndRdx/Rchg:50(46), Mako-Acc/Dmg/EndRdx/Rchg:50(48), Mako-Dam%:50(48)
    Level 1: Fast Healing -- Panac-Heal/+End:50(A), Panac-Heal:50(3), Panac-Heal/EndRedux:50(3), Panac-Heal/Rchg:50(5), Panac-Heal/EndRedux/Rchg:50(5)
    Level 2: Reconstruction -- Panac-Heal:50(A), Panac-Heal/EndRedux:50(7), Panac-EndRdx/Rchg:50(7), Panac-Heal/Rchg:50(9), Panac-Heal/EndRedux/Rchg:50(9)
    Level 4: Titan Sweep -- SBrutesF-Acc/Dmg:50(A), SBrutesF-Acc/Dmg/Rchg:50(40), SBrutesF-Acc/EndRdx/Rchg:50(42), Erad-Dmg:30(43), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Erad-Acc/Dmg/Rchg:30(50)
    Level 6: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(40), EndMod-I:50(40)
    Level 8: Build Momentum -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(43), GSFC-ToHit/Rchg/EndRdx:50(45)
    Level 10: Dull Pain -- Panac-Heal:50(A), Panac-Heal/EndRedux:50(11), Panac-EndRdx/Rchg:50(11), Panac-Heal/Rchg:50(39), Panac-Heal/EndRedux/Rchg:50(39)
    Level 12: Follow Through -- SBrutesF-Acc/Dmg/EndRdx/Rchg:50(A), SBrutesF-Rech/Fury:50(13), SBrutesF-Dmg/Rchg:50(13), P'ngS'Fest-Dmg/EndRdx:30(15), P'ngS'Fest-Dmg/Rchg:30(37), P'ngS'Fest-Acc/Dmg:30(50)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15)
    Level 16: Integration -- Panac-Heal:50(A), Panac-Heal/EndRedux:50(17), Panac-EndRdx/Rchg:50(17), Panac-Heal/Rchg:50(25), Panac-Heal/EndRedux/Rchg:50(37)
    Level 18: Rend Armor -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Rchg:50(19), Hectmb-Dmg/EndRdx:50(19), Hectmb-Acc/Dmg/Rchg:50(23), Hectmb-Dam%:50(25)
    Level 20: Resilience -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(21), RctvArm-ResDam/Rchg:40(21), S'fstPrt-ResDam/Def+:30(23), RctvArm-ResDam/EndRdx/Rchg:40(50)
    Level 22: Super Jump -- Winter-ResSlow:50(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(27), RctvArm-ResDam/Rchg:40(27), GA-3defTpProc:50(34), RctvArm-ResDam/EndRdx/Rchg:40(45)
    Level 28: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), LkGmblr-Def/EndRdx:50(29)
    Level 30: Instant Healing -- Panac-Heal:50(A), Panac-Heal/EndRedux:50(31), Panac-EndRdx/Rchg:50(31), Panac-Heal/Rchg:50(31), Panac-Heal/EndRedux/Rchg:50(34)
    Level 32: Whirling Smash -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33), C'ngBlow-Acc/Dmg:50(33), C'ngBlow-Dmg/EndRdx:50(34), C'ngBlow-Dmg/Rchg:50(48)
    Level 35: Arc of Destruction -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(36), Armgdn-Acc/Rchg:50(36), Armgdn-Dmg/EndRdx:50(36), Armgdn-Dam%:50(37)
    Level 38: Moment of Glory -- LkGmblr-Rchg+:50(A), RechRdx-I:50(39)
    Level 41: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42)
    Level 44: Superior Conditioning -- P'Shift-End%:50(A)
    Level 47: Combat Jumping -- LkGmblr-Rchg+: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 -- Run-I:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(45)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: 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 1: Momentum
    Level 50: Agility Core Paragon
    ------------



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  15. planet_J

    So TW/DA

    This is my build hope it gives you some ideas...in order to run the top chain...you'll want to have 90%+ recharge in FT, and you need to hit about 190% global recharge after Hasten and Ageless...

    Hero Plan by Mids' Hero Designer 1.958
    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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  16. planet_J

    Tanks vs Brutes

    Quote:
    Originally Posted by Johnny_Butane View Post
    Again, I don't think Tankers necessarily need more damage.

    -They need higher damage caps to bring them in line with Brutes.
    -They need something that makes them more like the powerhouse badasses they are in comics.
    -They need something to woo the majority of players, for which aggro control and being a low damage decoy isn't enough of an incentive to play Tankers.
    -They need something that improves how multiple Tankers stack.
    -They need a massive image makeover.


    .
    Out of all of this, there are 2 things I can agree with to some degree, one you didn't list is that changing brutes helps tankers in no way what so ever, if that is indeed your position.

    The other is changing how multiple tanks affect a team.

    Image I don't think is an issue...as tanks are well thought of in game, especially among casual PuGs where people still necessitate that role with a lack of IOs.

    Appealing to a majority of players is something I think is going to be hard without being OP'ed simply because there are a lot of people who don't think they want to play an AT that has the sole role of being selfless in a group...with few exceptions.

    As far as being BA like in comics...those are hyperbole situations...in reality you can't expect an invuln tank to rival colossus or something of that magnitude...it would make the game moot for other ATs...everyone would be a tank. It's the same as if Blasters could be made to become the Silver Surfer...how would anyone play any other AT if they could be so powerful that they could almost singlehandedly overcome the most powerful galactic beings in existence?
  17. Quote:
    Originally Posted by goodnightmoon View Post
    I considered this but wouldn't the constant redraw be awful on TW?
    There actually isn't really all that much redraw when your build is finished...you only use the clicks when you get into trouble...too many people make this out to be far worse than it actually is...and since fewer people play regen these days, the myth is self perpetuating due to ignorance/inexperience.
  18. planet_J

    Tw/ ?..

    Quote:
    Originally Posted by Nightchill_EU View Post
    My main issue on Dark is that its pretty much impossible to run or even pick Darkest Night and I have the feeling ElA or WP WITH Darkest Night would be tougher than Dark Armor without.
    ELA is harder to Softcap S/L/E/N and so you have to chase bonuses to get there...

    Dark Armor has some of the strongest composite resists in the game, plus soft controls and a damage aura. Dark Armor will do LOTS of DPS with TW...and so I am extremely happy with my build so far....I have 117.2 endurance too I should mention...so the perf shifter procs go a long way.

    As for FT, you are not missing anything...FT is used in the BM Chain 3 times and the non BM chain 2 times. It is the second highest DPA attack in the set...and well worth taking.

    Someone who did not take it is missing an enormous part of the set.
  19. planet_J

    Tanks vs Brutes

    Quote:
    Originally Posted by Psiphon View Post
    Based on your inability to understand what's actually being discussed, I see no point in answering this post beyond these few lines.
    All you do is repeat the same questions and answers over and over, irrespective of what the subject or proposal is.
    It's not possible to have an intelligent discussion with you, anymore than it is with a parrot that has moderate mimicking skills!
    It's not possible to have a discussion with me?

    ANSWER THE QUESTION!

    WHY SHOULD TANKS DO MORE DAMAGE?

    you still refuse to answer it, and resort to calling me unreasonable because no one who tries to make an argument for it can provide an answer...?

    Tanks are not broken.
  20. planet_J

    Tanks vs Brutes

    Quote:
    Originally Posted by Rangle M. Down View Post
    Everyone's perception is skewed by their experiences. So is yours. Don't kid yourself into believing it's not.
    I never said it wasn't...but I know your average brute running around...even leveraging the ATO proc in normal play is not going to peg fury...I can barely do it farming, and I can't sustain 100% fury...it's only for bursts of perfect situations of incoming and outgoing damage. 90% fury vs 100% fury is a 20% decrease in damage...take 20% damage away from a brute, and there is now a gap between brutes and scrappers...

    Add in the higher crit% ATO for scrappers and the gap gets wide...and the new ATO2 will only make it wider.
  21. planet_J

    Tanks vs Brutes

    Quote:
    Originally Posted by Psiphon View Post
    What is this "Groundhog Day", read the previous posts; but a quick summary.
    Brute Caps are too wide compared to other AT's and in regard to buffs.

    Either caps are there to keep ATs within certain parameters or they are not!

    You include inspirations and buffs or you don't!

    If you include them then Brutes have an advantage and the caps need to be looked at!!

    If you don't include them then bring other AT's in line and again look at the caps!!

    Either way they need to be adjusted!!
    The caps are fine...get off of it...nobody runs around hard capped out. That is your own private delusion. A few others share your lunacy...but your argument holds no water.

    Why should tanks do more damage?

    Stop dodging the question.


    Quote:
    All AT's have their own mechanics and pros and cons. Melee AT's can be compared directly and in that comparison Brute caps are too wide.
    Brutes have the smallest base damage modifier, they HAVE to have larger ranges because you're modifying a much smaller number.




    Quote:
    Due to extra survivability Brutes shouldn't be allowed to hit Scrapper damage anymore than a tank should and if you never hit it then lets reduce it by the equivenant of 5% - Brutes will still be fine.
    With a Warshade being able to cap all resists at 85% and not being designed specifically to manage aggro? No thanks, 90% is fine...Brutes can't hit scrapper damage realistically...you CAN'T get full fury sustained...so how can you really ever cap damage??



    Quote:
    Agreed they need to be tougher and for that extra survivability what do they need to give up - reduce their damage potential by the equivelent of 5% seems fair.
    Why should brutes do less damage? They don't hit scrapper numbers because of the nature of fury...it's like a carrot out in front of you that will never be eaten. Damage caps are there to allow outside buffs to get you closer to scrapper damage...but you won't get there without full fury.




    Quote:
    Firstly I play all AT's, currently I'm actively playing one, the rest are mainly Brutes, Corruptors and Doms.
    Then you should know first hand that a well built dom or scrappers or stalkers ROUTINELY do more damage? Should we nerf them?

    Quote:
    Secondly I'm not trying to force any pegs anywhere, I'm after parity regarding caps.
    Parity for who? No AT is broken as they sit...you have failed to produce any proof otherwise and that burden lies squarely on your shoulders...not mine. Also, the devs have said that brutes are off the table, and will no be adjusted even if they look at tanks...so stop trying to find a solution that is not acceptable.

    Quote:
    I hadn't intended anymore posts on the subject as I felt the point had been made. Your posts required a reply though. You have got to be one of the rudest and condescending persons on this forum.
    Not normally, I am extremely helpful, but I am so tired of people asking for a nerf to brutes based on strawman arguments that my patience has long ago worn thin.

    Quote:
    Playing all alts I wanted nothing more than to raise the cap discrepancy as a balance point!
    It is balanced...so why on earth does it need adjusting?

    Quote:
    You are nothing more than a Brute Fanboy trying to maintain the Brute's status as the Premier melee AT - capable of outputting far too much damage for the survivability that it has!!
    If 2nd/3rd place is premier, then you are spot on...but I refuse to allow them to fall to last.



    Quote:
    (2) Brutes are slightly less survivable and do far too much damage for this minor d



    If Brutes a dealing Scrapper level damage then their survivability needs to be reduced accordingly.
    If Brutes have near Tank level survivability then they shouldn't be appearing just above Tanks in a pylon run.

    That's called balance!!
    They don't deal scrapper level damage, except in a vacuum with full fury and that doesn't happen in reality.

    Tanks are not broken, brutes are not broken, find something with proof.



    Quote:
    This has no relevence as other AT's aren't comparable due to different mechanics to acheive goals.

    All melee AT's have defence and attack primaries and secondaries and as such can be compared and balanced.

    Brutes are currently out of whack with the other AT's in regards to caps and these need to be adjusted for reason of balance.
    Brutes are out of whack according to who? All but about 5 or 6 people on the forums either don't care, or think they're fine...so who has the burden proof? You...have you provided anything to prove they are out of whack? No. So because 5 or 6 people out of 5-6K think something is off that makes it true?? We are likely 2% of all players on the game too...

    Your perception is skewed.
  22. Quote:
    Originally Posted by Mad Grim View Post
    Dark Armor. Yes, its endurance heavy, but it is so worth it. Dark Regeneration is the best heal in the game, and you have a smidgen of defense to start with, and stack Defensive Sweep with. Not to mention great resists, including ludicrously high resistance to psionic. Not to mention all the extra mitigation from the mez toggles.

    If you can get your hands on a Theft of Essence (chance for +end) you can average a 20% end gain from ten targets, basically making Dark Regeneration free.

    The blue bar will be an enemy to beat, but if you do the rewards will be astronomical.
    Totally agree...but not on the cheap...

    OP: If you want to see a TW/Dark build, there's another TW thread asking about an unlimited budget TW build and recommendations, I posted my personal build in that thread...you're welcome to look it over if you want to go Dark Armor. It is amazing...but costly to run effectively...especially mine that is min/maxed for damage and survival.
  23. planet_J

    Tw/ ?..

    Here you go, I can't think of a more bad to the bone Brute than this one...I am leveling it now...am into the 30's at this point...it will be insanity on steroids when I am done. Oh, and it's quite expensive...knock yourself out and let me know what you think.

    Top DPS chain with Build Momentum is FT->RA->AoD->FT->CB->FT

    Make sure you have accolades and incarnates on...you will need T4 Ageless to run the top DPS chain...otherwise the recharge isn't there.


    Hero Plan by Mids' Hero Designer 1.958
    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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  24. planet_J

    Tanks vs Brutes

    Quote:
    Originally Posted by Arcanaville View Post
    Ironically, the same zeal I see being applied to Blaster changes implies that any changes to the melee archetypes would not likely be conservative ones. That's of some concern because Blasters were so far out of whack it was practically impossible to overbuff them, or cottage rule slam them. But that's not remotely the case for the melee archetypes, for which making a dramatic change to one could easily start a holy war across all of them.

    The stalker changes were pretty deft not just because of their numerical benefits, but also because complaints about them across the melee archetypes was minimal - at least as minimal as such things ever get on the forums. But changes that homogenize brutes and scrappers, or radically shift the roles of brutes, scrappers, and tankers, are inherently dangerous in that regard.
    I put the emphasis in there for you...you've said some intelligent things...but I believe the position you hold on this issue is likely right up there with the smartest things you've said so long as I have read your posts.

    Quote:
    Erratic
    Truthfully I am somewhat surprised that Scrapper's aren't giving the hairy eyeball to Stalkers. . .something which at first glance seems to me to be better grounded than Tankers continually and without end doing the same to Brutes.
    I have been wondering why it is the way it is for some time...looking at things...I tend to agree here.

    [facetious]
    Recently, I have simply come to the conclusion that tanker forum regulars, en masse, (with some notable exceptions) want all tanks to be like Juggernaut or Colossus or the Hulk from comic books, because there is no other logic for this tomfoolery that some of them think is a legitimate complaint. Tanks are FINE, and there is nothing wrong with them. I think most of them believe there should be one melee class, a tank that does scrapper damage and has ranged attacks and self buffs to the resist/defense/damage caps and has debuffs on every attack...oops...guess they don't need blasters/defenders/corruptors/doms/controllers either...we'll just have one class and call it TANKMAGE...but alot of them would likely want the caps for that one buffed too because AVs don't melt quick enough when they hit the "SMASH ALL" button. [/facetious]
  25. Quote:
    Originally Posted by _Pine_ View Post
    I would say all the Incarnate Costume pieces are about as far as I would want to go as 'non battle' incarnate powers.
    ^^^^^^^^^^

    THIS, don't make me waste time, effort, and energy into getting a slot unlocked so I can get the next power I want that is useful because somebody wants an incarnate costume emote or travel power or who knows what other useless thing.

    When you're playing this game, and you're not in combat, are you really playing it? I think that's more using a game as social media...and while I don't have an issue there, I think it's a bit selfish to impose a useless wasted slot on people who play this game specifically to be in combat regularly, and make them have to unlock it in order to get to something they want.