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So my bs/sd is lvl 21 and has a even build across the board (3 slots in each power). AAO only has one slot and so does swift.
However that is not the point. I was tanking for a team of 8 at even's to +1 baddies. That is only half, the other half is when I realized my cone attack with only 1 dmg DO enhancement, was doing more damage than my IO'ed Spine/sr's spine burst.
This scrapper almost feels brute like. I run in, drop parry (3 second recharge with 1 recharge DO), drop my cone which will do like 127 fully saturated (again only 1 dmg DO), and that is like 4-6 mobs gone.
Now I was farming with my wife on my Spines/SR and a BS/SD joined us (global frined now), anyways he was IO'ed out like crazy, I mean like multi hundreds of millions of influence. He run in on the bm farm, AAO full up, then hit shield charge, bam 521 dmg, minions droped one hit, Lt's 3/4, and bosses 1/2. He does whirleing sword or what ever the spelling, and mobs done. That is with out Fulcrum shift.
here is what got me about this dude. He said he doesn't play the scrapper, cuz it is too slow to farm. I sit there and said "how do you call that scrapper slow, when you just droped a spawn in two hits that are +3 baddies."
Now I just sat back and watched him for half the farm, to make sure that wasn't a fluke or error in dmg numbers, again, and again the numbers were consistant, and he was killing faster than any fire/kin I have ever seen.
His toon got me inspired but my toon sealed the deal for me. I can't wait to see what a six slotted attack with capped dmg will do with AAO.
Thank you, I will now step off the soap box and go about my way. -
Quote:See I ran a fm/da up to 28, and even though dark regen is uber I didn't like the hugh endurance drain.Heh sorry, didn't try to come across as overly critical of anyone. The whole point I was trying to make is this. Brutes do damage and live off of Fury. There are secondaries out there that can leverage this to the brute's advantage. SR isn't really one of em. But its defense is fantastic when properly slotted. But check out something like Shield Defense or Fiery Aura for a more damaging route if that's what you are looking for.
Maybe some of this is my fault. I am looking for a no brainer secondary that I won't have to worry about, while I can focus on my primary purpose.
at lvl 7 my dm/sr generates much more fury than the /wp because I can actually survive long enough to gain some. I know 8 lvls in't enough to determine a set, especially since it is a secondary.
Look I really like SR, liked it since the launch of the game. I can understand how you say it could be TOO MUCH! yes it is a power intensive power set. That is why I went dark, becasue of the ST dmg, and to maybe the -tohit will make it where I don't have to take weave. So far that has been happening.
I have tryed stone armor, invun, da, and sr, on the brute side. So far SR seems to be working best. I am sure that it is due to DM. Didn't realize the multi-stacking -tohit debuffs, added up to that much. I can take my 13% melee def, and kill a vamp lord with out a touch.
I think this is what I need to adapt to the style of play. I toggle SR on, and then go to town.
Trust and believe I want to run a electric melee/shield brute (thats another one I tryed). Shield is very nice too.
This toon may just be fun enough for me to go over and learn the maps and what not. -
Quote:I am simply trying to find a easy brute set to play so I can adapt the the play style you need to play them. I ain't trying to go dm/sr so I can say I am super uber and smacked recluse in his face with my e-*****!There are "caps", and then there are practically worthless increases. My softcapped Claws/SR does not have the medicine pool, so has no heal. GMs and AVs (unless they have some extra tohit beyond their inherent increases) can't kill her unless I get very unlucky. A heal would help in a few cases, but for the rest of the game, it wouldn't be used. Some groups give her trouble (Vanguard), but I don't have to fight them.
Survivability in any given fight is binary, you either live and win, or die. There are no "bonus" points for having extra-super-awesome survivability. You don't get an extra recipe or merit increase for not taking any damage. If I take down an AV with 1 HP left, I still won. So if my SR wins without taking a single hit, then any bonuses to regen/resistance/+HP aren't even factored in. That is the "overkill".
Now, I could set myself to some ridiculously difficult metric to achieve, such as soloing the LRSF like you mentioned. I'm sure people build for it. I bet someone has done it (I don't know of any). But Task/Strike forces are meant and designed for teams, so I would just get one of those. Quite a bit cheaper than the IO layout it would need as well.
All that said, some people LOVE building to pull off the impossible. If that is your gameplay preference, then by all means go for it. The point is there are mitigation levels that can be achieved that is way overkill for certain/most parts of the game. And hitting them at the expense of other facets of your character may not be worth it.
It still means DM goes very well with SR....from a defensive standpoint.
Trying to find somthing that I know will work together well, that will make a smooth transition. That is all. I do like the advice though. -
Quote:yeah I might try that. the dm/wp although a good concept seems a lil more advance than some one tryint to understand a AT right off the bat.DM goes very will with SR. As you said it picks up a heal that SR lacks and the -tohit from DM lets you be a little more free in hitting the softcap in defense.
Thanks for the advice all. -
Quote:could I suggest cj over manuvers? it gives slightly less def numbers but at .07 end/s vs .39 end/sWell, some good advice already. I have posted my build below, it is my anticipated lvl 50 build, so everything is correct up to 38 (since I'm only lvl 39). You can easily see one of the probs, no DA. I spec'd out in the 20s, is it crucial? I think I'll try having a lot more purples in my insp tray and see if that helps. Also, I can almost feel the comments on my "atypical" frankenslotting of my melee attacks so I'll just say, for whatever reason the crushing impact recipes were quite high over the weekend so if I can get my hands on some cheap I'll swap 'em out, but for now I at least wanted something better than common IOs.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Broegar: Level 50 Science Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
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Level 1: Gambler's Cut B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(3), B'ngBlow-Dmg/Rchg(5), F'dSmite-Acc/EndRdx/Rchg(7), F'dSmite-Dmg/EndRdx(7), F'dSmite-Acc/Dmg/Rchg(34)
Level 1: Focused Fighting DefBuff-I(A), DefBuff-I(13), DefBuff-I(13), EndRdx-I(39), EndRdx-I(40)
Level 2: Flashing Steel M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg(3), M'Strk-Dmg/Rchg(5), M'Strk-Acc/Dmg/EndRdx(9), M'Strk-Dmg/EndRdx/Rchg(9), RechRdx-I(36)
Level 4: Focused Senses DefBuff-I(A), DefBuff-I(15), DefBuff-I(15), EndRdx-I(39), EndRdx(42)
Level 6: Build Up RechRdx-I(A), RechRdx-I(11), RechRdx-I(17)
Level 8: Combat Jumping DefBuff-I(A), DefBuff-I(11)
Level 10: Practiced Brawler RechRdx-I(A)
Level 12: Hurdle Jump-I(A)
Level 14: Super Jump Jump-I(A)
Level 16: Health Heal-I(A), Heal-I(17), Heal-I(31)
Level 18: The Lotus Drops M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/Dmg/EndRdx(21), M'Strk-Dmg/EndRdx/Rchg(21), RechRdx-I(37)
Level 20: Stamina EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 22: Dodge DefBuff-I(A), DefBuff-I(23), DefBuff-I(37)
Level 24: Agile DefBuff-I(A), DefBuff-I(25), DefBuff-I(37)
Level 26: Soaring Dragon B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(27), B'ngBlow-Dmg/Rchg(27), F'dSmite-Acc/EndRdx/Rchg(29), F'dSmite-Dmg/EndRdx(29), F'dSmite-Acc/Dmg/Rchg(31)
Level 28: Quickness Run-I(A)
Level 30: Lucky DefBuff-I(A), DefBuff-I(31), DefBuff-I(39)
Level 32: Golden Dragonfly M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(34), RechRdx-I(34)
Level 35: Evasion DefBuff-I(A), DefBuff-I(36), DefBuff-I(36), EndRdx-I(40), EndRdx-I(43)
Level 38: Maneuvers DefBuff(A), DefBuff(40), EndRdx(42), EndRdx(42)
Level 41: Boxing Empty(A)
Level 44: Tough S'fstPrt-ResDam/Def+(A), ResDam-I(45), ResDam-I(45), ResDam-I(45), EndRdx-I(46)
Level 47: Weave DefBuff-I(A), DefBuff-I(48), EndRdx-I(48)
Level 49: Conserve Power RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Critical Hit
It also gives you quite a bit more mobility. however if you are useing manuvers for team instances.... -
What about dm/sr? I have a 50 spines/sr and super reflexes might be something that can get me into brutes. It is a straight forward, all around tough set. The only thing I have ever missed about my sr was the lack of a heal, but siphon life covers for that.
I might have to re-role one more time... -
Quote:So kat has DA which can cap your melee defense but what about ranged and AoE? what are you doing to cap those? Really my spines/sr was squshie till I hit the caps (very easy to do) 45% def. you hit those caps, it is like you turned from mush to brick. Try getting tough, weave, and cj. cj and weave will give you an extra 8% def. so 35+8= 42%. you are very close to soft caps then. You will notice quite a difference there. now people may say tough can be whack, but for one you need to get it for weave, and two, the scaleing resists in sr as helth plumets, tough helps that cusion with the S/L dmg types.I am still fairly new to the game. I mainly play the first char I created, a lvl 39 Kat/SR. I felt pretty good until a recent thread about what diff settings people play. I found I was way lower than others. I took some advice and frankeslotted my attacks. I now have 35% def in all and a decent attack chain (I have GD under 6 sec recharge). I don't have any IO sets yet (other than the frankenslotting but don't think that counts), and I still have trouble going beyond 0 x4 diff settings - this seems to be my limit. At these settings I'm dying once/mission on avg. I don't mind dying and like a challenge, but I feel like I'm somehow not overcoming the challenge because it seems I should be able to do at least 0 x8 diff settings. So, am I doing something wrong? I realize this is a very tough question since I'd almost have to post a clip of one or two of my battles so you could see what I'm doing. I try to use different strategies like pulling guys, taking on the toughest first, jumping in and attacking, moving around when attacking guys (not just standing still button mashing). My two toughest scenarios seems to be very large number of guys and red boss and any number of guys. In these battles I can usually count on either hospital visit or burning most, if not all, of my greens. Anyhow, sorry for the lengthy post, just curious if anyone has any tips/advice on how to improve combat scenarios outside of IO sets.
How ever if you go tough weave, plan on some recovery, they are fairly expensive toggles, but has made all the difference on my SR. -
Quote:friend has a spines/fa, but has like 500 mil in his build or so, and he is weak as all hell. My petty spines/sr has only been out done by him once. However you would have two damage auras, two build up powers, a heal, and burn patch, which with spines is kinda stupid to do.I really enjoy my Claws/SR and am having great fun with him. But I would like to start up another one but so far I am not enjoying them as much.
Tried DM/elec and petered out at 17
DM/Inv(made long ago pre-I3) who is 37 now, but boring
Kat/regen stopped at 27, it was enh.
So what is a good clean fun combo?
Thinking of Fire/Will or spine/Will.
especially now that spines have real graphics now(not the bananas of lethality)
spines/wp might be good but the tactic I use with my spines/sr is I jump in with spine burst, target end of spawn and jump back as I throw spines, hitting the whole spawn, and with a tick or two of quills the minions are dead, one more spine burst and lt's are down, bosses getting pretty close by that point.
So the jump in and out tactic utilizeing throw spine's massive arc, really can't apply to WP needing baddies to fuel RTTC.
I would vote fire/wp, over spines/wp. fire is less resisted, and does it have higher ST dmg than spines? -
Quote:okay. invun/fire. think squshie ***** till lvl 18, then again at lvl 22 you become uber AoE king/queen of the cosmos...Any suggestions, random thoughts about invul/fire, anyything to help me out. Im a experienced hero, i love to PvE, no PvP at all, love to farm, love teaming, TFs. I need help on choosing what powers i need in Invul and I know fire well enuff what to skip and what to take.. i just never had a invul tank before. I just heard that there better tankers now, so time to give one a try. Currently hes Level 20, made him yesterday
lovin him. just need help, cuz on mids the build i made i only had Fitness and Speed Pool Powers, i had 8/9 Invul and same, 8 of Fire Melee or maybe 9, cant remember sorry, but anyways, any help would be nice..
Invun, you can (technically) skip the passives, however the only one I would skip is resist elements.
Invun is a mixed res/def set that has a massive +HP power in dull pain, that really makes this set very tough. Invincibility lvl 18 (no questions) has a scaleing +def +tohit factor in it up to 10 baddies. With a full saturated invince it is rather easy to soft cap defense with say weave cj, and maybe a few cheap IO's. However know this, invun is typed def, not positional, so be mindful of your set bonuses.
Powers you need absoultely ASAP invun side is Temp invun, dull pain, unyielding, and invicibility, the others can wait, but I wouldn't get rid of them. tough hide and resist physical damage both grant a 25% defense debuff in th em so it is good to get them. res nrg allows for a 30% reist to end drain, and res ele gives slow resistance. Unstopable if you go the tough weave route you probally won't ever use again, for the only thing that will hit you is psionics.
With fire I would look to wait till lvl 22 before making a good judgement on the toon, cuz before lvl 18 you will get hurt alot, once you get to lvl 18 (invince) your life gets better, lvl 22 you because nigh invincible.
I would IO set slot for + typed def, +recovery mainly. Hope it helps YMMV -
my spines/sr, with cheap IO set slotting has hit def soft caps. and I frequently farm +3x8 BM map. I can tank the BM, or any other for that matter pretty easy. And spines is AoE made stupid
You run in with spine burst, then target baddie on other end of spawn and jump back as you hit throw spines, and insta minion death with a couple ticks of quills.
Would it be dumb to have it as a tank primary/secondary with the twist of agro aura in evasion like brute side?
I vote go for next Issue, please! -
Quote:yeah I'd appreciate that. I have alot to learn on a brute build, it would help to see a decent build, to just see how a brute is designed to runFrom my experience with DM/WP id change a couple of things. Mind you I aimed for EB/AV soloing capacity and so far EB's are never a problem, i still need some io's for AV's.
-Id drop touch of Fear right on, feared enemies dont attack therefore they dont generate fury wich is THE fuel of any brute. If you want to hold on to it be my guest, its your game.
-I'd Pick Gloom from Soul Mastery wich is a phenomenal ST attack and include it in your normal attack chain.
-On any WP id recommand going the Swift/Hurdle - Health - Stamina way. 2 main reasons, Health gives Regen wich is basically what WP's about. Stamina give more recovery pretty much insuring you wont be running out of blue stuff any time soon.
-If you do take stamina id drop Dark Consumption wich will be rendered useless. If you took it for AoE id take Dark Obliteration from Soul Mastery instead. Lets keep in mind that Dark Melee is really not AoE oriented however.
-Shadow Punch wouldnt be my choice for a good damage dealing attack chain. Brawl would replace Shadow Punch easily and it FREE ! You can even put a proc in it for added fun, i like the chance for Knockdown of Kinetic Combat personnally.
-Two other nitpicks, you might need to take Soul Tentacles out to fit this all in. Mind over body is taken a tad too early, I always prefer to pick it at 24 since it doesnt offer regen but does offer good mitigation. Id pick fast healing at 4 instead.
If you wan't an exemple of build i can post one later when i'm not at work. But what you want to aim for is +Recharge +Regen +Health as for set bonuses. -
Lemme say welcome, as my first scrap was a db/regen. I just recently ran him today, and it is tougher than I had first percieved.
he was the gate way to my 4 scrapper alts. I went from troller to tank to scrap, scrapper lock is mighty fine thing to enjoy -
Quote:My wife has a ice/ss. I re-roled a ice/dm just cuz I seen what nrg absorbtion does for a ice tanker.True. However, in my opinion, resistance sets really suck at low levels. My ice tank and my shield tank seemed to have much greater survivability than invuln before SO's.
To the OP: I have a level 50 ice/SS tank and he's great. The first time you encounter Knives of Artemis and they drop overlapping caltrop fields and you walk right through it to wipe the floor with them, you will be thrilled.
Overall, ice is very nice. Sure, you'll get hit a bit, but you have a +HP/heal, a +END power, the best taunt aura in the game and Rage just kicking all your attacks up a notch.
Rage + Footstomp + Icicles + Ice Storm (Arctic Mastery) = utter devastation
I took every power in the primary. I would say Permafrost is the most skippable, but I needed somewhere to put an IO resistance set.
However I do stand by everybody else, agro great, recovery great (mind you endurance is terrible till nrg absorbtion), the damage is amazeing. If you go the route of some, you can proc chilling embrace with a damage proc and have 1 1/2 agro aura's. However I would suggest pace of turtle 20% chance for -20% recharge in it. the -recharge stacked with the proc would be nice. I know my spines/sr loves it in quills.
I don't have the xp as some other ones, try to seek out gartulus. he is very well versed in ice, for it is his fav if I am not mistaken. -
Quote:As you can tell I am leaning more toward ST attacks. I am a PvE only player. I rarely ever PvP. PvP is fun, but I suck so bad at it that it gets frustrateing.What's your goal with this build? PvE, PvP, farming, tanking, fighting multiple enemies, fighting one big enemie (AV), etc?
That will make a huge difference in what kind of sets you'll aim for.
For an IO build, it kinda have to be made especialy for it. Sometimes you'll sacrifice a bit on one power to get a better bonus from another.
Takeing the epic I did take... I am looking for something tough as nails with staying power. Not a tank, but something that is durable enough to sustain it's self.
he is actually lvl 8 and with ToF and siphon life, the toon can be quite safe. I actually quite enjoy this toon. -
Quote:I am trying to figure out which one of my tankers I should fully IO and spend a boat load of cash on. I like to play both of these tankers: Stone/Stone and a Inv/SS. I have been researching both of these for builds that would be the most bang-for-my-buck. I want to build the best defense tank that these perspective builds will allow me to make. Any and all suggestions are welcome, good or bad..
I have a invun/axe, and a stone/stone lvl 50. If you go by "best defense tank" then by far stone/stone. Youreally wouldn't need a whole lot of money, for granite is plenty tough enough with rooted, for just about anything this game throws out at you. Psionics aside, granite armor really doesn't need anything "defensively". However if you go with granite you gonna have to IO set slot for movement increase, recharge, and damage. You might even want to proc out mudpots with two or three procs to allow for extra damage, cuz in granite mudpots does alot of your damage. Lets touch on the secondary you have with your stone tank. Stone melee... Fault, tremor, and to a lessor extent siesmic smash, all grant excelent damage mitigation. Fault is 100% kd 60% chance to stun (I bieleave the number is right), tremor is a dmg+kd PBAoE; siesmic smash is a one shot hold on bosses, and uber damage. My stone/stone/pyre tanked about 90% of the game with just stone skin, rock armor, rooted and pots, because of fault tremor, and siesmic.
Now I have a invun/axe. My invun has a unfinished build, but I am damn near soft caps for defense with a full saturated invince. Now if you take handclap, that can be probmatic, however you can find on Utube a video of some one jumping back mid hand clap and the whole spawn kb's one way, thus allowing you to run in with out looseing the def bonus. The invun/ss is by far more mobile and more damageing set. but you said "best defense tank." Invun is a straight forward set, but in my opion you need to take most of the powers in the set (maybe not resist elements), and then tough and weave to come even close to a granite armor.
Both tanks are fun as hell but if I am going to go AV battlin, I grab my stone/stone/pyre, because my defense numbers are not dependent apon mobs.
This is all my opinion of course, however when you say "best defense tank" then hands down stone/stone. -
running invun/elec you are going to want a lot more recovery than 6%
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So I whipped up a build. It has basic SO's in it, but what I want to know if it looks like a good set up for IO sets.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Templar-Striker: Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Shadow Punch -- Acc(A), Acc(5), Dmg(15), Dmg(36), Dmg(37), EndRdx(37)
Level 1: High Pain Tolerance -- Heal(A), Heal(3), Heal(3), ResDam(7), ResDam(7), ResDam(13)
Level 2: Smite -- Acc(A), Acc(5), Dmg(15), Dmg(37), Dmg(39), EndRdx(39)
Level 4: Mind Over Body -- ResDam(A), ResDam(31), ResDam(31), EndRdx(50)
Level 6: Touch of Fear -- Acc(A), Acc(40), Fear(40), Fear(40)
Level 8: Siphon Life -- Acc(A), Acc(9), Dmg(9), Dmg(11), Heal(11), Heal(13)
Level 10: Indomitable Will -- DefBuff(A)
Level 12: Fast Healing -- Heal(A), Heal(25), Heal(31)
Level 14: Combat Jumping -- DefBuff(A)
Level 16: Rise to the Challenge -- Heal(A), Heal(17), Heal(17), ToHitDeb(46), ToHitDeb(46), ToHitDeb(50)
Level 18: Dark Consumption -- Acc(A), Acc(19), RechRdx(19), RechRdx(23), Dmg(23), Dmg(25)
Level 20: Quick Recovery -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Super Jump -- Jump(A)
Level 24: Boxing -- Acc(A)
Level 26: Soul Drain -- Acc(A), Acc(27), Dmg(27), Dmg(33), RechRdx(34), RechRdx(34)
Level 28: Heightened Senses -- Empty(A), Empty(29), Empty(29)
Level 30: Tough -- ResDam(A), ResDam(42), ResDam(42), EndRdx(42)
Level 32: Midnight Grasp -- Acc(A), Acc(33), Dmg(33), Dmg(34), Dmg(36), RechRdx(36)
Level 35: Weave -- DefBuff(A), DefBuff(43), DefBuff(43), EndRdx(43)
Level 38: Hasten -- RechRdx(A), RechRdx(39)
Level 41: Soul Tentacles -- Acc(A), Acc(46), Dmg(48), Immob(48)
Level 44: Darkest Night -- EndRdx(A), EndRdx(45), ToHitDeb(45), ToHitDeb(45)
Level 47: Strength of Will -- ResDam(A), ResDam(48)
Level 49: Resurgence -- RechRdx(A), RechRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury -
Quote:go to www.cohplanner.comfar from it , i could slot but would probably go Bad, idea rather look at guilds and learn i been reading up , still kind of new to CoH , ive slotted things before only to have to rip them down and re-slot so i though i could do it first the first time =P
You can create your own build however you want it. some will design a build for ya like heraclea, however some may not have the time.
Mid's hero builder will step by step show you how to do something,and if it is first time taking a certain action windows will pop up letting you know what you are about to do. -
Speaking about invun/elec. I couldn't see why it could be so dumb to play.
Electric melee is a AoE set, invun is a spawn dependent set. Invun's bread and butter power, incinibility, has a scaleing defense and to-hit factor up to ten mobs. So not only will you hit more baddies while fueling invince, you will hit more baddies more accurately.
The mixed res/def +HP of invun makes the set very durable, and with the tweaks of I13 with 50% def debuff res, 30% end drain res, and slow res too, the set is even stronger.
However seeing as you are AoE happy, you gonna wanna IO set slot for recovery. Invun is cheap as hell to soft cap defensively too.
So you find the biggest, baddest spawn, dive right in (or in your case teleport in), and watch the deflected notes go off over your head while you reak havoc with your AoE's.
Willpower will do this better, becasue of it's utility power of quick recovery. however both sets demand high amounts of mobs. -
Quote:looks like I might be re-roleing as a dm/sr my spines/sr scrap with slight soft capping has the durability to make some of my tanks jelous, if only she had a healJust want to point out that Brute SR does, in fact, have a taunt aura in Evasion.
http://coh.redtomax.com/data/powers/...flexes.Evasion
Target:
* +13.5s Taunt (mag 4) -
I ended up going dm/wp cuz wp has no real holes to think of besides alphas, and agro control, but my wp/sm has no probs in agro area.
so I will try this out. -
I had a lvl 28 fm/da brute, that I deleted. I re-roled him as a sm/invun, and then deleted.
I made a scrap as a claws/wp, but his concept better fits as a brute. I was thinking dm/sr (amazeing def, no aggro aura).
Then I got thinking of dm/invun. Very solid, however 28 lvls of crap, before god mode. the heal works great for my dm/invun scrap though... +2o-hit
what about dm/sd? The heal on primary makes up for the lack of one on secondary. You have the +dmg
or dm/wp alot like playing invun in the way of feel but then you have rttc -tohit + -tohit from attacks + insane regen + heal from primary = pretty solid beast. However I hear that the agro can be stripped quite easily, knocking down the regen....
DM is the strongest ST dmg scrap side, is that still the case on brute side? -
I faced Nightstar tonight on my spines/sr. heh I can toe to toe with her for a long time, but I don't have the sustainable DPS it requires. Nightstar is rather weak though. Outlasted the ice/ss tank, and the ma/invun scrap. they logged off about five minutes before I let nightstar kill me
Need more dmg though. -
does this seem like a solid build for what I am looking for? I mean decent for IO sets later on?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Claws
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Strike -- Acc(A), Acc(3), Dmg(3), Dmg(5), Dmg(5), RechRdx(7)
Level 1: High Pain Tolerance -- ResDam(A), ResDam(7), ResDam(9), Heal(9), Heal(11), Heal(11)
Level 2: Slash -- Acc(A), Acc(13), Dmg(13), Dmg(15), Dmg(15), RechRdx(17)
Level 4: Mind Over Body -- ResDam(A), ResDam(17), ResDam(19), EndRdx(19)
Level 6: Spin -- Acc(A), Acc(21), Dmg(21), Dmg(23), Dmg(23), RechRdx(25)
Level 8: Fast Healing -- Heal(A), Heal(25), Heal(27)
Level 10: Indomitable Will -- DefBuff(A)
Level 12: Follow Up -- Acc(A), Acc(27), Dmg(29), Dmg(29), RechRdx(31), RechRdx(31)
Level 14: Hurdle -- Jump(A)
Level 16: Rise to the Challenge -- Heal(A), Heal(31), Heal(33), ToHitDeb(33), ToHitDeb(46), ToHitDeb(48)
Level 18: Focus -- Acc(A), Acc(33), Dmg(34), Dmg(34), Dmg(34), RechRdx(36)
Level 20: Quick Recovery -- EndMod(A), EndMod(36), EndMod(36)
Level 22: Combat Jumping -- DefBuff(A)
Level 24: Super Jump -- Jump(A)
Level 26: Eviscerate -- Acc(A), Acc(37), Dmg(37), Dmg(37), Dmg(39), RechRdx(39)
Level 28: Heightened Senses -- DefBuff(A), DefBuff(48), DefBuff(48), EndRdx(50)
Level 30: Health -- Heal(A), Heal(39), Heal(40)
Level 32: Shockwave -- Acc(A), Acc(40), Dmg(40), Dmg(42), Dmg(42), RechRdx(42)
Level 35: Stamina -- EndMod(A), EndMod(43), EndMod(43)
Level 38: Kick -- Acc(A)
Level 41: Tough -- ResDam(A), ResDam(43), ResDam(45), EndRdx(45)
Level 44: Weave -- DefBuff(A), DefBuff(45), DefBuff(46), EndRdx(46)
Level 47: Char -- Acc(A)
Level 49: Melt Armor -- Acc(A), Acc(50), DefDeb(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
So I have been monitoring the board lately, and have been looking for something that could solo AV's and t hings like that. Basically a beast. doesn't have to revolve around solo, but want a scrap that is tough enough to handle a spawn with out need of support.
You all know of my spines/sr, and my db/regen. The only thing I don't like about my SR is the lack of a heal. The defenses are okay, but really needs a soft caps to be uber. I found this out on my dual build that doesn't have tough/weave and IO's yet. What I don't like about the regen is dual blades. I havn't played enough with him to perfect a good attack chain that will also let me soak up the alpha with out relying on IH, MoG. My db/regen was the gate way to scrapper lock for me
I have a Willpower/stone melee tank at lvl 37. He is strong, however I am not sure how to build a WP. I got him slotted for SO purposes, however I am not sure how to map a wp out for IO's. Tankers rate WP (tank side) just shy of granite armor (durability wise), however they say "if built right."
I was also thinking of getting both qr, and stamina, for the sole purpose of not having to slot for recovery whats so ever. So I am here asking for help, maybe a possible build that would give me the durability/fire power to withstand a possible AV or team whipe with out support.
I appreciate the advice in advance.