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Posts
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Quote:I've got an off topic question.The last time I sat down to figure out final DPS on various claws chains with different slotting, I found that the decimation chance for buildup (for focus) increased DPS by almost exactly the same amount as any of the damage procs that proc at 20% for 71.8 damage.
However, that was over time against hard targets like AVs and Pylons. Until my last build, I also had the gaussian chance for buildup in followup, but decided that getting followup's basic stats up higher was more important to me.
I really want to make something with /SD, but I can't find a primary I like enough to fit it with. I've considered elec, but that set just felt weak when I tried the scrapper version. I haven't liked SS since I tried it on a tanker, I'd prefer to avoid something that comes with **** like rage crashes, how are Battle Axe and fire? -
Quote:I'd kill to be able to make a claws/SD. I wish SD allowed you to pick a "shield aura" like every sci-fi personal shield every concieved and take something like claws or dual blades, but I guess the devs don't think like I do.Great post except for those clauses. You aren't a tank or a scrapper; you are a brute! No at= any other at.
I would go for the SS/SD. I have one at fifty, IOd, softcapped and aside from some mild endurance issues- he is a machine. Well oiled and fairly unstoppable. Of course it takes some investment, but I feel the returns on any such investment are above and beyond what SR offers. Sure, SR has great defense debuff resistance that is capped on SOs I think (or maybe IOs), but SD still has very respectable DDR. Just stack an active defense or two and you will see. I would also vote /SD because the resists are fairly decent. No, you won't be capped, but 30ish resists to s/l dmg paired softcapped positional defenses, you won't be hurt much.
Against All Odds just plain rocks too. You will find yourself dmg buffed beyond your own expectations and SD is great for maintaining aggro. According to a recent post, SD is the choice for aggro craving brutes as it outstrips both inv and stone armor for taunt values.
The crashes suck, but I strongly suspect have never died because of the defense portion. The only thing that has surprised me a couple of times is the -end portion. I was down fairly low on end, crashed, and dropped all of my toggles right after I opened up a new spawn. Not fun haha.
Claws is fantastic, however. Seriously good. Sad part is, I got a claws/inv to about 46 on SOs, then I stopped, rolled a SS/SD, got him to 50, tricked him out and still haven't gone back to the claws user in almost 3 weeks. I miss her and her sharp claw-ey goodness :/ I agree with Roderick on the versatility of claws. The attacks are quick, light, and of course the customization opportunities are much greater. Currently, SS/SD is still bugged and stuck in the classic animation mode. So no ground pound for you just yet.
I vote for the claws/sr and ss/sd. Skip the SS/WP as it isn't as rewarding as the SS/SD, in my eyes.
Honestly, I just hate SS. I rolled a SS tanker way, way back, and the low damage of that AT coupled with rage crashes were just insanely frustrating. I'm sure its better on brutes, but I really don't like crashing from an offensive power, even if the set is compeditive including the crash.
I like shield defense, but I've never been able to build a SD build that I liked enough to level past 20. I just can't find a primary I like when paired with it, considering how end intensive it is. I know elec's pretty bad on endurance too, but how is elec single target? -
Quote:Yeah, I took a slot out of weave, lost a ranged bonus I didn't truly need, and put it into PB, so I can afford the slot at 50 as well as earlier. I'm going to take it at 24, focused senses at 26. I've already messed with my first spec so I'll switch some slotting around and take PB alot earlier for later exemping when I get my first respec.As far as my personal opinion goes, I'd take PB at lvl 10 every time and put a second slot into it at level 11, and i might consider on a respec build only putting one slot into it, but i'd have an alternate build then for exemping. Both your level 24 and 26 chocies are core powers so take em as soon as you can, if you've gone that far already i wouldn't respec now to take them earlier, but if and when u do respec I'd change the order.
Brutes get longer recharge times than scrappers so Quickness is more useful, I could go a long time without but I would take it.
Not sure how much advice I have to give without knowing what powers/slotting you want to keep. If you want a very recharge focused build, you will probably need to keep Weave to stay soft capped. If not, you can switch up set bonuses and not take Weave, right now it's basically soft capping you to AoE as your Ranged and Melee def at high already.
Quote:SpiritFox,
I'm currently using a different alternative for FU slotting:
mako's dam/rec
mako's acc/end/rec
mako's acc/dam/end/rec
crushing impact acc/dam/rec
crushing impact acc/dam/end
crushing impact dam/end/rec
Two reasons I did this are needing the recharge in FU for the fu, slash, focus, strike, repeat chain, and it gives me another 35.2 HP
Final stats on that are:
Acc: 80.94
Dam: 96.3
End: 80.94
Rec: 96.3
I'm also looking into a second build where I 6 slot shockwave for knockback and see if I can improvise a game of minion golf.
What I've kinda been looking at is procs for focus, since its going to be a part of any attack chain I use. I was wondering damage proc vs gaussian's buildup. The damage proc also gives me a bit of ranged defense for the 6 slotting, but I have no experience with the build up proc. -
Quote:You're right, in slotting I forgot that followup actually has to hit people to be effective. I replaced Gaussians with a full set of mako's bite, exchanged the melee for ranged defense, and only lost .3 seconds on the recharge to gain a bunch of accuracy and damage. I slotted gaussians specifically for the set bonus, and I'm going to take your suggestion and run with it, as I don't need the melee defense in the slightest, still 7 points over softcap with that change.I wouldn't recommend slotting Follow up with Gaussian', the 2.5 defense to all is nice, but I like to have some accuracy and damage slotted in there. You are considerably over the softcap and not as worthwhile on SR with good DDR as say on a Night Widow. PB at 35 will drive you nuts for at least 34 levels, take that sucker at level 10. I will admit that Quickmess isn't needed, but it sure is nice to have. And just because i say it all the time, I liek having the Achilles's Heel proc in Slash.
If you remove weave and add some sets with some AoE defense you would gain a power pick to take quickness and some slots to boot.
I'm also going to look at PB, I've actually rearranged the entire set, I'm at 22 now and don't have it. I'm reposting the data chunk with the little changes I've made since I posted the build the first time, look at where I put dodge and tell me if I should switch PB from where it is (at 26) with dodge (at 18) or if I should just move PB down to 18 or 16 and shuffle everything else up one power choice. I'm also considering just taking it at 24 and putting off focuses senses later, advice is welcomed.
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I vote Earth/Storm/Fire
You can then Set up the following macros and execute in sequence.
/powexec_name Stone Cages$$ local Earth!
/powexec_name Fire Ball$$ local Fire!
/powexec_name Tornado (or gale)$$ local Wind!
/powexec_name Freezing Rain$$ local Water!
/powexec_name O2 boost$$ local Heart!
/powexec_name Animate Stone$$ local While your powers combine, I am Captain Planet! -
Quote:Claws/SR out the door and no looking back.So I make entirely too many different brutes, and as the title says, I'd like to pick one to focus on and IO out decently. The problem is, I can't decide which one to go with. I'm trying to decide between SS/WP, SS/SD or Claws/SR. I'm looking for a character that is pretty good all-purpose. Basically, I'd like to be fairly good at farming, but not at the expense of having a character that performs rather poorly on maps that don't heavily favor the powerset.
In terms of how much money I can spend on the char, probably about ~500m atm, and I have a miracle already, so that helps. For that amount of money, I should definitely be able to soft cap the defense sets in my list.
SS/WP. A very popular brute combo for a reason. I rather like this character, I'm just not sure how much IO investment pays off on WP compared to other secondaries. SS is very nice, although I hate the rage crashes.
SS/SD. I don't actually have this char, it's just something I'm considering because of my SS/WP, since SD is a set that can really shine with a lot of IO investment. I'm not sure how much rage crashes would hurt this set though, since even my WP can get beat down pretty quickly from the rage crash -defense (although I think double stacking removes that part?).
Claws/SR. Another fun character. SR seems like one of those sets that can become insanely durable with a good investment. The only thing I didn't like about this character is that SR has no taunt aura, which meant I couldn't hold agro very well in groups. This is probably less of an issue at higher levels where everything smaller just dies to aoe's instantly and the bigger stuff should stay on me fairly well with the mini gauntlet effect brutes get.
I know I could just play them all, I'm sure they're all fairly good. I'm just asking, if you could pick only one of the 3 for a pretty strong all-round character that really shines with some decent IO investment in it, which would you pick?
Claws is vastly superior AoE damage. Its possibly the lightest end use brute primary, mine is 22 with stamina 1 slotted with an endmod IO, and I can run one toggle plus combat jumping while attacking indefinitely, if I get enough greens to make up for the lost HP I literally never have to stop. By the time I get my second toggle stamina will be 3 slotted and I might have a few recovery bonuses, so I should be able to run those too.
Followup is vastly superior to rage, you can eventually double stack it for 30% tohit and 60% +damage. There is no crash, and six slotted with Gaussian whatever it recharges in six seconds and has a 17% chance for build up (another 30% tohit and 64% damage). Spin, Evis, and Shockwave are a holy trinity of AoE *** kicking, focus can hit runners at a bit of range, and Focus, strike, slash and followup make a fairly high damage ST chain.
Super reflexes is just golden. With fighting, medicine, and fitness pools SR can survive almost anything, throw in an inspiration tray full of blues and a few purples and you can remove the "almost" part of that.
To me, what I like most about claws is its pure versatility. You have a fully developed attack chain for both AoE and single target, the only single target attack you'll have to use constantly is focus, and thats not because you want it to damage anything. You don't have random requirements like WP's need to keep 10 minions around to fuel RTTC when facing a tough single opponent, you're you're own self contained tornado of destruction.
The only downside is, you're not a tank. You're a scrapper with better damage and the same soft capped defenses everyone playing a melee class goes for if they can get it.
If you like both, level claws/sr first. You'll be rolling in the money you can farm to IO out your SS brute at 25. -
I just optimized my brute Claws/SR. She's only at 21 right now, but this is where I want to go.
One of the things on here I'd like opinions on is power choice order. I'm pretty sure I want to stick with the choices I made power wise, the goal was to make the build entirely self sufficient. I know the build is going to be expensive, but its only got two purple sets and from what I hear the touch of deaths might as well be purple for their costs, but will be easier to get supply wise, etc.
I'm looking for advice. The build is fully soft capped and it wasn't all that expensive to do so I don't think, and I like the slotting and everything, but if anyone has some wild suggestions I'm open. Also, if there is a way to retool the build, drop the fighting powers, still be soft capped and take elude, I'm interested in seeing it. I just haven't been able to work it out for myself yet.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Villain Profile:
Level 1: Strike -- (A)(3)(3)(11)(43)(46)
Level 1: Focused Fighting -- (A)(5)(43)(45)(45)
Level 2: Slash -- (A)(5)(7)(7)(9)(9)
Level 4: Agile -- (A)(21)(23)
Level 6: Spin -- (A)(11)(13)(13)(15)(15)
Level 8: Follow Up -- (A)(17)(17)(19)(19)(21)
Level 10: Hurdle -- (A)
Level 12: Combat Jumping -- (A)(36)(43)(45)
Level 14: Super Jump -- (A)(23)(25)
Level 16: Health -- (A)(25)(27)
Level 18: Dodge -- (A)(29)
Level 20: Stamina -- (A)(27)(29)
Level 22: Aid Other -- (A)
Level 24: Focused Senses -- (A)(37)(37)(37)(39)
Level 26: Focus -- (A)(39)(39)(40)(40)
Level 28: Aid Self -- (A)(36)(36)(40)(42)
Level 30: Eviscerate -- (A)(31)(31)(31)(33)(34)
Level 32: Shockwave -- (A)(33)(33)(34)(34)
Level 35: Practiced Brawler -- (A)
Level 38: Evasion -- (A)(42)(42)(46)(46)
Level 41: Kick -- (A)
Level 44: Tough -- (A)
Level 47: Weave -- (A)(48)(48)(48)(50)(50)
Level 49: Lucky -- (A)(50)
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Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Fury
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Set Bonus Totals:- 18.5% DamageBuff(Smashing)
- 18.5% DamageBuff(Lethal)
- 18.5% DamageBuff(Fire)
- 18.5% DamageBuff(Cold)
- 18.5% DamageBuff(Energy)
- 18.5% DamageBuff(Negative)
- 18.5% DamageBuff(Toxic)
- 18.5% DamageBuff(Psionic)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 7.38% Defense(Fire)
- 7.38% Defense(Cold)
- 8.63% Defense(Energy)
- 8.63% Defense(Negative)
- 3% Defense(Psionic)
- 16.8% Defense(Melee)
- 14.3% Defense(Ranged)
- 11.8% Defense(AoE)
- 2.25% Max End
- 4% Enhancement(Heal)
- 39% Enhancement(Accuracy)
- 66.3% Enhancement(RechargeTime)
- 10% FlySpeed
- 90 HP (6%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 5.5%
- MezResist(Immobilize) 17.1%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 10.5% (0.18 End/sec) Recovery
- 11.3% Resistance(Fire)
- 11.3% Resistance(Cold)
- 5% Resistance(Toxic)
- 10% RunSpeed
Set Bonuses:
Touch of Death
(Strike)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Focused Fighting)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Slash)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Agile)- 7.5% Enhancement(RechargeTime)
(Spin)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Follow Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Super Jump)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Focused Senses)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Focus)- MezResist(Immobilize) 2.75%
- 16.9 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Aid Self)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Eviscerate)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 5% Resistance(Toxic)
(Shockwave)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Evasion)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Tough)- 3% Defense(All)
(Weave)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
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Quote:I think that its a video game, and that you take said video game far too seriously. I think that assigning "laziness" to people is a way to say "look at all the effort I put into this game, doesn't that make me cool?"Am I the only person that sees something wrong with players coming to the forums and asking for other people to make them a build? No, I am not talking about people who post up their own builds and ask for a review or assistance or comments. I am talking about people who just come and flat out ask for someone to make a build for them that is "Godly". It comes across as many things, but lazy is pretty much at the top of the list.
What are your thoughts?
Personally, I enjoy making my own toons and builds the way I like. Sure, I peruse the guides found here online and take advice from friends, but I can honestly say I have never just copied and pasted an entire build from someone else into creation. Part of the fun for me is picking powersets, picking costumes, and enhancing the toon the way I like. Does anyone else feel like that?
It doesn't, by the way. Its a past time, and a past time that requires little skill and lots of rote memorization at that.
I ask for builds and share all of mine, because I don't want to play something to thirty only to find that it doesn't do what I want it to do. I want sets that fit my playstyles, and asking for builds is one way of finding out "what can this AT do in optimum circumstances" so that I've got a better picture of what it will be like all the way to 50 and what powers I'll want to actually get. I've never rolled a class (here or WoW, which I used to play alot as well) without knowing what build I was going to try out to start with and how I was going to pick it and level it.
Why do you feel the need to take jabs at others who's playstyle differs from your own? Maybe because you haven't accomplished enough in real life that you feel accomplishments in a video game with a chat program installed are significant? -
Quote:This.It's a matter of looking at the whole picture. A Claws/SR and a Night Widow are two entirely different beasts, both in their Primary and Secondary, no matter how close they seem.
Fight more enemies. I barely even notice the dip on mine, and I run as close to capped fury as you can get most of the time.
You're getting a self-heal on a set that already has some of the best survival metrics in the game, in an AT that deals some of the best melee damage in the game. Somewhere there's an immortality chart Arcanaville set up that shows the survivability increase of a defense based brute set with Aid Self, and I seem to recall that it turns SR into a 'so long as you have endurance you will probably never die'. I know that outside of my own mistakes, no endurance from a lengthy battle against something really tough, I don't die. Maybe one of those once in a lifetime situations where five bosses all get past my capped defenses at once, but I can't even remember the last time that happened.
So for a trivial dip in fury that's gone within a couple of seconds, at least if you're fighting everything you could and should be with such a crazy combo as Claws/SR, you patch that 5% chance to take damage. I mean seriously, if I offered you a power that imposed a relatively tiny damage debuff for five seconds and in return you cannot die, would you really turn it down? Because that's what Aid Self does to SR, about 95% of the time. The last 5% being reserved for stupid stuff like trying to solo the Freedom Phalanx at the end of the LRSF by yourself all at once.
That's a pretty big mark in favor of /SR brutes, for me, but I love running the ITF and being main lead/aggro gatherer.
I just don't understand the perspective of someone who trades the amount of survivability we're talking about for a tiny and brief drop in DPS.
Sure, in whatever you're running fine without medicine, you keep your DPS up. In what I can run on /sr with medicine, you'd be dead and I'll be killing, which means my DPS is a lot, lot higher than yours. Medicine means that you can add enough enemies that you WILL be taking hits even softcapped, and you can heal through them rather than sit there hoping for green inspirations or that your natural regen is enough. And with claws, that means I sit there and do nothing but followup/spin/followup/evis until its time to shockwave the boss thats at 10% health towards the next spawn. -
Quote:The chance for knockdown, in my experience, doesn't work as well on the hard targets which are the people you want stopped dead in caltrops to begin with. Minions and LTs are of no consequence to anything /traps past 30, so I honestly feel like its a waste of a purple. I use chance for knockdown in sets like fire's rain of fire, where the set has some need of survivability tools. For a /traps mastermind, it just doesn't matter if they're on their feet or not, they're still dead and they still can't touch me./drool...
And I forgot Acid Mortar was -res as well as -def (I only see the big upside-down purple shields). I just know I kill stuff faster when it's up!
I am so planning on using caltrops as a proc mule (chance for knockdown? OH YES).
In acid mortar, I have three lady grey defense debuff and recharge related IOs, one common recharge IO, and two damage procs. In PG trap I actually currently just have lockdown slotted for the defense and recharge from the set and a slightly longer standard hold plus lockdown's hold proc. -
Quote:Apologies, but I had to disagree with this. Fluffy's heal is more powerful than TG out of the box, and his has the full defender radius (which is pretty damn big). Parked in melee he can heal you and your bots outside of melee range, and he fires his heal off pretty regularly.Wow I don't even know where to start.
4) Don't slot your servant for heals, he isn't a very reliable healer and you have your own and the protector bots do as well. replace those slots with rech.
Those are some places to start.
What I like about fluffy isn't so much that he's a good primary healer, so much as that he just adds a ton of ambient healing to the set, just like the prot bot's heals. Two heal IOs in fluffy and he'll top off your bots from near dead every time he fires it, and you've got your own TG to use to fill in the gaps. The first time my assault bot took enough bad hits to go from full to red in about three seconds, my TG missed, and fluffy popped a second later pretty much refilling his entire health bar, I knew heal IOs were a good decision. -
I took acid mortar at 10 and PG trap at 24 (after stamina) on both my thugs and bots /traps. If I found out a /traps had neither of those powers by 30 I'd immediately kick them from the group for sheer idiocy, as other than FFG they are the two powers that absolutely define the set.
It would be comparible to a /rad telling me that he didn't take either of his debuff toggles.
To give you an idea of what you're doing to yourself, my 35 thugs/traps solos +0x6 easily, I can solo x8 or +2x5, but the efficiency starts to go down as I'm not fully setted out. Spawns that size take long enough to go down that my 45 second acid mortar is up every spawn, PG trap has a longer recharge but is generally up every spawn as well, unless I get very lucky with AoEs or am in a small hallway.
Acid mortar is -def and -res. You do more damage when you hit and hit more often. Godly, especially when you start facing enemies of a higher level. PG trap is -regen for hard targets, a hold which can and does lock up entire spawns long enough for me to drop caltrops and immobilize a boss right in the middle of an arsonist burn patch, and PG trap is an Autohit debuff. That makes it a proc mule, there is no tohit check so its a flat 20% or 33% chance to hit very enemy in the spawn every 10 seconds starting with the instant it goes off. With procs in caltrops and in PG trap, you can destroy every minion in a spawn in about two seconds when you get lucky on the rolls.
Or, you can drop in a chance for +2 mag hold and watch bosses get held for 8 seconds. -
I've been wondering this myself. I play villainside protector, and I've been a part of maybe 2 pugs between 1 and 35 on my mastermind, I never see anyone in broadcast either. Just joined Jello Shooters, and Protector Watch/events/tfs/vigilance I need some merits pretty badly right about now.
Speaking of which, other than TFs whats the best way to farm Merits? Solo, specifically. There are a number of things I want, and I think merits would be faster than trying to buy them considering there's none for sale (edict of the master def aura) and I couldn't afford them if there were. -
Quote:Oh, I get that. Believe me I do. Tankerminding on my bots/traps is patentedly unfair, before provoke Id only died twice when I had just started a large spawn, and the protector bot bubbles started expiring and I lost both protectors, the *** bot, and then myself in about ten seconds.Hi spiritfox, your post is too long to quote so I'll simply try to cover some of your points in this one. And thank you for taking the time to respond.
1. Ok well, the first thing I should say is that I strongly disagree with trying a "tankermind" out of anything other than a bots/XX because, no matter how much def you can get from sets, you'll get more from your bots giving you a shield. I had provoke on my thugs/traps for over a year, I finally tossed it and don't miss it. I think a bots/FF or something like it would tank much more reliably. If I need defense I'll pop some lucks.
Thugs though, I take provoke because it cuts my average endurance use down to about a quarter of what it usually is, as I almost never have to resummon my arsonist. Better, my pets are all softcapped, so I can keep them tight to me. I've actually got a macro that casts provoke on target while also putting my arsonist in defensive goto so I can move him away from whatever is attacking him because it was out of range of the first provoke's radius when I pulled and a boss ended up in a burn patch.
Quote:2. Why does the Bruiser need to be six-slotted? The whole idea is to maximize output with the fewest amount of slots, isn't it? You can't beat Hamidon Origins in this particular case, and I was fortunate to get mine to be 52+ . As far as the soulbound proc goes, it's only in there cuz I wanted 2 +HP bonuses from those sets, it's a playstyle preference mostly I suppose. I'll toss around the idea of getting the soulbound Proc over to him, though, but with the way he attacks it seems like a waste.
Quote:3. You mentioned that you felt too many procs takes away from the set, but really procs are what makes the /Traps set, aren't they? Slotting Poison Trap for anything other than procs and recharge is a real waste IMHO, the damage you're sacrificing to do so is considerable. 10 procs in 2 AoE auto-hit powers? Why would you pass that up?
Quote:4. I really do miss trip mine. Letting it go was just a playstyle preference, and because I really like to pvp. I'm too impatient to set them up before battle, and toe-bombiing when I'm plowing through +8 mobs becomes problematic even with max Defense. I miss seeker drones too, I dropped them for acrobatics as a pvp decision...if I find that I don't need it after all, I'll put one of these two powers back in.
Quote:5. Again, I hear the recommendation to only leave a single end rdx in my upgrade powers. I really don't like the idea but I'm willing to try it.
Anyways, thank you for your replies. I have a few things to think about that I didn't before, which was the whole point of the original post.
Gaheris -
Quote:I see that hammis and the full blood mandate in thugs are the primary differences there.Don't get me wrong. I like this build a lot more than the original. But I fail to understand why you completely overkilled s/l defence; it's 6% over softcap before Enforcers' buffs and meanwhile you don't softcap ranged/aoe.
I remember that you don't like to slot aura IO's to high tier henchmen or underslotted Enfeebled Operations. But IMO you would get better totals from your build with a few marginal changes no matter how much hated those slottings. I took liberty to edit your build a little bit.
If you compare you build to the edited version you can see that edited one will take roughly 50% less ranged and aoe damage, has ~0.16/sec better endurance efficiency, in cost of 1.3% decrease to global recharge and decreased but still softcapped s/l. Other changes are so minor I don't mention 'em here.
(I wouldn't take scorpion armour at all. Instead I'd aim to cap/almost cap all positional defences, but that's another issue.)
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I don't like slotting hammis, they're always ridiculously expensive and my villainside population is small enough that when you CAN find them they cost ridiculous amounts, especially something like Acc/dam, so I go for recipes which are just easier to come by.
Is the 6% ranged defense really a 50% difference in damage? I like your changes except for the hammis, and without hammis I can't possibly fit soulbound and both pet uniques into the bruiser without them.
Plus there aren't any for sale at the moment and I couldn't afford them atm if there were =/ -
Quote:I'd kiss you right now, in a totally non gay way./inspexec_pet_name inspiration petname
/inspexec_pet_target inspiration
I got those from http://paragonwiki.com/wiki/List_of_Slash_Commands
Hope this helps.
Gaheris
Also, wanted to check something.
I want to make the macro to execute in order as I said, the way commands work I remember is that it tries to execute all commands at once, so if you put three commands that are all going to work, it executes the last one. So if I want it to execute in order I need to do
/macro Green inspexec_pet_name Resurgence excimer$$inspexec_pet_name Dramatic Improvement excimer$$inspexec_pet_name Respite excimer
and it will try respite first, then dramatic improvement, then resurgence? (My Assbot's name is Excimer)
I'd try it out, but servers are down =p
I like the target idea though, I think I'm going to set it up with target instead of name, so I can unload luckys into my protectors when needed to soft cap them as well, then just target the assbot, and bind greens yellows reds and oranges to 1, 2, 3, and 4.
How would I bind this to a key? I guess I just do /bind instead of /macro? or do I need to create a text file or something?
::Edit::
Checked the unofficial /bind list, answered the last question.
Now I just need to learn to make petsay skits. -
Quote:Just a quick response to two things, first, get provoke. Bots/traps is an AoE monster, which means it generates AoE threat. Provoke is the AoE taunt you should be taking, with three slots you can cut its recharge down to 6 or 7 seconds, it costs no endurance, and it hits in like a 15 foot radius.Quick question about this:
How endurance heavy is Bots/Traps? I have been looking at this build and trying to work out a few changes (I Tankermind so needed to get Challenge) and am thinking about dropping a few of the recovery bonus' but don't know how vital they are?
The build I have come up with is:
Second, I highly recommend stamina. Alot of secondaries spread out their endurance use, and so you're constantly draining stamina, and Traps is more front load with no constant maintenance, you summon everything and then sit there spamming web grenade which usually won't outpace your recovery.
But in the middle of battle, when you lose a minion, have to resummon and rebuff everything, and then your acid mortar and FFG go down, you'll wish you had that recovery. Plus, you're going to want to slot all your traps for stuff other than endurance reduction, making stamina even more desirable. At 35 the only secondary power I have endurance reduction in is web grenade, which has a 6 slotted set in it. Caltrops has procs, FFG is just defense IOs, acid mortar is recharge and defense debuff, etc.
I have a question for anyone to answer.
I've been looking up and down for a way to macro inspirations into my assault bot. I found insp_exec commands, but they only execute on my actual character, I can't find a single slash command that allows me to give inspirations to one of my pets.
I love the idea of having a few macros to dump reds, yellows, oranges or blues into my assault bot. If someone knows all about it, I specifically want macros that dump one type of inspiration (damage, acc, def, etc) and that uses them in order of smallest to largest. I want to have two small and two med reds and hit the button three times to dump the two smalls and one of the mediums into my assault bot, in that order. -
Hoo boy. Where to start.
- Bruiser should be six slotted, and the soulbound proc should be with him. Put one pet unique aura, soulbound proc, and four franken slots. With a Dam, Acc/Dam, and two Acc/Dam/End you get satisfactory endurance reduction with good accuracy and close to max damage. I mean, you've got an accuracy/recharge and damage/recharge in enforcers. Acc/recharge! You wasted 40 some odd points of enhancement there that could have let you slot it more efficiently.
- Caltrops is great for procs, but you're better off not six slotting it with procs and increasing the standard performance of the set, you sacrifice too much to proc out your traps as much as you did. Your equip powers should always be single slotted with End reduction, you'd do better to put those slots into stamina to increase its performance.
- The medicine pool is unneccesary. If you approach thugs from a tankermind perspective (and you should, else you'll be resummoning your arsonist fifty times per mission, and your bruiser about a third of that as he's your tank if you're not tanking) then you can handle a ridiculous amount of damage.
I don't have the calculations, but someone did it out with dark, and an enemy would have to be doing about 450-500 DPS (through your defenses) in order to overcome your regen if its all single target. With dark, its more like 1400, but with the small area regen from triage beacon you can still take more damage than most single enemies can ever approach dishing out, and you've got decent personal defense.
So lets look at mine.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Presence
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(3), SvgnRt-Acc/Dmg/EndRdx(3), BldM'dt-Dmg(5), EdctM'r-PetDef(7)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(5), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(11), Enf'dOp-Acc/Immob(11)
Level 2: Caltrops -- Posi-Dam%(A), Armgdn-Dam%(13), ImpSwft-Dam%(46)
Level 4: Triage Beacon -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(13), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal(15)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Combat Jumping -- ULeap-Stlth(A), LkGmblr-Rchg+(50)
Level 10: Hurdle -- Jump-I(A)
Level 12: Call Enforcer -- BldM'dt-Dmg(A), BldM'dt-Acc/Dmg/EndRdx(17), SvgnRt-Acc/Dmg/EndRdx(17), Achilles-ResDeb%(19), DefBuff-I(19), DefBuff-I(21)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(36), Zephyr-Travel/EndRdx(36)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(37)
Level 18: Provoke -- Zinger-Taunt/Rchg/Rng(A), Zinger-Taunt/Rchg(36), Zinger-Taunt(46)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21), RgnTis-Regen+(34)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-End%(23), EndMod-I(23)
Level 24: Acid Mortar -- RechRdx-I(A), LdyGrey-%Dam(25), LdyGrey-DefDeb/Rchg/EndRdx(25), LdyGrey-DefDeb/Rchg(37), Posi-Dam%(39), Achilles-ResDeb%(40)
Level 26: Call Bruiser -- S'bndAl-Build%(A), SvgnRt-PetResDam(27), BldM'dt-Dmg(27), BldM'dt-Acc/Dmg/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(34), BldM'dt-Acc/Dmg(34)
Level 28: Poison Trap -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-Acc/Rchg(39), Lock-Acc/Hold(39), Lock-Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(46)
Level 30: Gang War -- C'Arms-+Def(Pets)(A), ExRmnt-+Res(Pets)(31), ExRmnt-EndRdx/Dmg/Rchg(31), ExRmnt-Acc/Dmg/Rchg(31), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg(33)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Maneuvers -- LkGmblr-Rchg+(A)
Level 38: Seeker Drones -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(40), DarkWD-ToHitDeb/Rchg(40), DarkWD-Rchg/EndRdx(43)
Level 41: Trip Mine -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def/EndRdx(45)
Level 47: Web Envelope -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/Rchg(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50)
Level 49: Tactics -- EndRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Supremacy
------------
Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 10% Defense
- 8.13% Defense(Smashing)
- 8.13% Defense(Lethal)
- 6.56% Defense(Fire)
- 6.56% Defense(Cold)
- 3.44% Defense(Energy)
- 3.44% Defense(Negative)
- 8.75% Defense(Melee)
- 6.88% Defense(Ranged)
- 7.5% Defense(AoE)
- 33% Enhancement(Accuracy)
- 63.8% Enhancement(RechargeTime)
- 2.5% Enhancement(Held)
- 6% Enhancement(Immobilize)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 42.2 HP (5.25%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 4.7%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 5.25%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 7.45%
- 13.5% (0.23 End/sec) Recovery
- 40% (1.34 HP/sec) Regeneration
- 20% Resistance(Smashing)
- 20% Resistance(Lethal)
- 23.8% Resistance(Fire)
- 23.8% Resistance(Cold)
- 20% Resistance(Energy)
- 23.8% Resistance(Negative)
- 20% Resistance(Toxic)
- 20% Resistance(Psionic)
- 5% RunSpeed
Set Bonuses:
Blood Mandate
(Call Thugs)- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
(Call Thugs)- 5% Defense
(Web Grenade)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Triage Beacon)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Call Enforcer)- 1.5% (0.03 End/sec) Recovery
(Super Jump)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Force Field Generator)- 10% (0.34 HP/sec) Regeneration
- 9.04 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Provoke)- MezResist(Terrorized) 2.75%
- 10% (0.34 HP/sec) Regeneration
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Acid Mortar)- 12 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Call Bruiser)- MezResist(Sleep) 2.75%
- 10% Resistance(All)
(Call Bruiser)- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
(Poison Trap)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Gang War)- 5% Defense
(Gang War)- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 10% (0.34 HP/sec) Regeneration
- 10% Resistance(All)
(Maneuvers)- 7.5% Enhancement(RechargeTime)
(Seeker Drones)- 12 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 5% Enhancement(RechargeTime)
(Trip Mine)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Scorpion Shield)- 10% (0.34 HP/sec) Regeneration
- 9.04 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Web Envelope)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Code:First things first, take a look at the advanced totals. 51% smashing lethal defense, with 28%+ positional defenses. Thats as high as I was able to reasonably get it without sacrificing too much recharge.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1407;725;1450;HEX;| |78DAA5935B4F135110C7CFB6947229B4A5944229972208082CD45BBC444D444D545| |631E0256A241B586013D836DD3611AF7C001F14353EF9EA5700F1C918A390F805D4| |27DF343118116F2FF5CCFC0F977737E9FFD7333B336766CE1EE3FAB18010B347841| |6EA9F325D77C430DD9C959DB69D319F614ED8A3C22F84886D5A4786F2D3D369471F| |9ECC4FB8D12DF6A3F9F1717D386B66DCF04967D2CA5A4E4E5FFF13184CA7A7F401C| |BCCD8CE041627EC9C63B96E981786E9D899FC9499B3D34E70DD77CCCABA93762671| |3C638FEA5B3632CC514B9539532B8BEB94BF573EA19E4291F82291129EAFC02AA36| |88551FC59A25DCC146DB8FBC47D8D1D1E314A1E00738CB287C063C60D19A521CAA3| |2D70BEC0210FA1E799B437889BD2C1ABA10AEF198E293ECD08188CCA01E02CE3B52| |C1A7517842FC9F96AE4B4FDC8A0F9BD9C3B154522F9A6146F4469073BBF91C1E5AA| |8B72F41742D321345DF552668888AA465E55033199A8427551F19EB7D8F611F8C0B| |82DBB0862276F109B27AA19AD2120C288CB446195289C418634C6E130FCD2218244| |9EC8058EA93EA5D1FC9387795E25D221AA1CA2731C53F30468E65A6FC95262AAC35| |8179B6ADFB143ED32A37589B11DA7D18E7E97E45CEA90D657D7CF0EF1357688634A| |CD985212534AE27BB923F7AA577BD5FFE5A8C41F64FF09AC3176FC428FBF196F7DD| |408A21A3E7968D1F883DF34AE02DF19CD2BC037C6B28C6A5227DF84930FCB59B4A8| |F36DC1D4EFCA8ADAE0E56D5BE4C0F605601EA53C67CC4ABF0EF5F177EC6453E72E6| |037B007EE7B190B5E21BAD4F97661A76E9C6F370EB61BC73C2FFD74D59A8EFBD08B| |DBD18B2BD38BDB91C2CD49E19244641F7DAA8F3EB496D8BC6D42C4D934B0D5D4C3A| |6C1CDDB25B4563619E4855CFFF52C06D6772B3D5726330E4911E7492ED2F212C965| |922B64BB4A728D6484A4F062233AB88F0ADA4F7280E420C93D72F2D33D2C2709905| |49054920449422411921A9238C95392C23F2E660341| |-------------------------------------------------------------------|
Thugs are 5 slotted with a pet unique (procs in them are largely worthless, they don't do enough damage to justify a build up and they don't accept any other procs that actually work). Enforcers have sacrificed a little accuracy and damage to get that achilles proc uptime, though I haven't actually found the proc yet so right now thats an acc/dam. Bruiser has the other aura and a soulbound proc, plus some franken slotting.
Provoke at 18, that can be pushed up but I don't suggest it, tankerminding as thugs really gets useful around the 20s. Stamina much earlier (why would you wait?) and slots for uniques or just heal IOs and Endmod IOs in both health and stamina. Two procs in acid mortar plus recharge and some additional -defense, I can get about 25 seconds of stacking acid mortars and PGtrap is down for five seconds out of thirty five.
Trip mines and seeker drones are an absolute godsend, traps without trip mines is like Shield defense without shield charge. Sure, you can still kill stuff, and still be soft capped, but its not half as much fun. I can drop twenty trip mines and have time to pull. Twenty trip mines does alot of damage. ALOT.
Gang war can actually be quite useful for chaos and taking the alpha as well, you can put one both recharge uniques and four slot with expedient reinforcement and you get five expedient bonus plus your 10% defense and 20% resistance.
Last, Patron pools. Mace is no contest, web envelope is a huge immob that you can slot out for melee defense bonuses. Open with seeker drones, then immob, then provoke, and your thugs can go to town while you sit next to the spawn dropping trip mines. Everything will die. Very, very quickly.
Take a look, see what you think. Some of your slotting can be chalked up to preference, but alot of it just doesn't work that well with thugs or traps. -
You'd be far better off using the Achilles heel proc in enforcers, it fires on any defense debuff attack, and I'm pretty sure almost all enforcer attacks debuff defense. You get something like a 90% uptime on a single target with both enforcers fully equipped.
Put the soulbound proc in your bruiser, it has a chance to fire on every attack he makes, and the proc plus KO blow or his AoE does some pretty ridiculous damage. -
If its electric melee, you want to avoid Charged brawl, taunt, lightning clap. For WP, I usually avoid resurgence, and strength of will, as wakies are everywhere and strength of will is like popping a break free and an orange.
I highly reccomend the fighting pool to supplement defenses, and honestly almost reccomend leadership for maneuvers, defense is a huge boon to a WP toon, as WP is built to take hits and regen them, and defense lets you regen while taking fewer hits. Defense is the key to surviving a bad alpha as WP. Aid self and aid other aren't terrible ideas either, as your regen caps at a certain amount and if you take too much damage at the outset you can find yourself just not regening enough damage to keep yourself alive, where aid self with two heals and an interrupt IO can be a way to restore a bit of health, and extra defenses help out alot with that.
If you mean energy melee/WP, reroll, as that combo has no AoE, mediocre ST with plenty of space for interrupts, and absolutely no survivability. Leveling one enemy at a time is the aboslute worst thing you could ever do to yourself, and higher level content will kick your *** repeatedly. -
I can't imagine why you'd want one without IOs. Just look at the enhancement values and try to imitate, but you should easily be able to afford IO sets by 44, if nothing else you should have invested in some pet set IOs for frankenslotting by now.
I'm posting my 50 bots/dark build. Its customized to be pretty much the best bots/dark can be at 50 overall, and the best bots/dark can be only really needs one purple in your assault bot. This build can solo some GMs and can slaughter almost any AV, and exemplars really, really well.
The basic ideas behind my build
- Bots all 6 slotted, with 4 franken slots giving enhancement values and 2 extra slots for pet uniques, procs, and defense IOs for the protector bots bubbles. If your bots aren't slotted like mine minus the purple, go effing slot them right now. Explosive strike procs aren't overly expensive, I got mine for 50k, defensive IOs are obviously even cheaper and you might get lucky and find someone sold one in the forties for 100 inf, which means you just need the salvage. Blood mandate isn't that expensive, and you can ignore set bonuses mostly and focus just on the enh values. Two Acc/Dam/End, one Acc/Dam and one Dam will get you where you need to be enhancement wise.
Seriously though, put explosive strike in your lower level bots, it gets a ton of chances to go off, I see it pop up in the combat log usually five or six times per spawn minimum.
- Perma Fluffy
- Provoke, decent defenses, and good resistances plus bodyguard makes you a great tankermind
- Patron Immob recharges fast enough for a 3 stack on one opponent (which lets you perma immob AVs, great for tankerminding)
- Fersome Stare Alpha breaker at 22, immediately after Stamina
- howling twilight up almost half the time, if Fersome Stare is down for some reason it can make a great pulling tool.
This build does everything but PVP, its great teaming or solo and has the utility to get through just about anything, but its specialty is energy wielding enemies. With Ch Armor up, you've got 60% resistance to energy, plus bodyguard, plus your bots get energy resistance too. If you feel like farming, make up a map full of custom enemies that all do energy damage and nothing will ever be able to touch you.
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Quote:How neccesary is hasten? It looks like you took super speed to mule some enhancement sets, I'm thinking about replacing super speed and hasten with the fighting pool, as well as dropping quickness so that I can get weave, and make up for the recharge with a few set bonuses if its even neccessary... I'm actually wondering why you took hasten in the first place. Most of your powers with decent slotting recharge fast enough to maintain a steady AoE or ST attack chain without hasten active with your current slotting, hasten just seems like a waste of slots.My Claws/SR Brute tears through maps set for +3/x8 like they're tissue.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Lagomorph's Boon: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Villain Profile:
Level 1: Strike- (A) Touch of Death - Accuracy/Damage
- (19) Touch of Death - Damage/Endurance
- (19) Touch of Death - Damage/Recharge
- (34) Touch of Death - Accuracy/Damage/Endurance
- (42) Touch of Death - Damage/Endurance/Recharge
- (46) Touch of Death - Chance of Damage(Negative)
- (A) Red Fortune - Defense/Endurance
- (3) Red Fortune - Defense/Recharge
- (13) Red Fortune - Endurance/Recharge
- (25) Red Fortune - Defense/Endurance/Recharge
- (40) Red Fortune - Defense
- (40) Red Fortune - Endurance
- (A) Red Fortune - Defense/Endurance
- (3) Red Fortune - Defense/Recharge
- (5) Red Fortune - Endurance/Recharge
- (25) Red Fortune - Defense/Endurance/Recharge
- (39) Red Fortune - Defense
- (40) Red Fortune - Endurance
- (A) Touch of Death - Accuracy/Damage
- (5) Touch of Death - Damage/Endurance
- (11) Touch of Death - Damage/Recharge
- (21) Touch of Death - Chance of Damage(Negative)
- (34) Touch of Death - Accuracy/Damage/Endurance
- (43) Touch of Death - Damage/Endurance/Recharge
- (A) Obliteration - Damage
- (7) Obliteration - Accuracy/Recharge
- (7) Obliteration - Damage/Recharge
- (13) Obliteration - Accuracy/Damage/Endurance/Recharge
- (31) Obliteration - Chance for Smashing Damage
- (34) Obliteration - Accuracy/Damage/Recharge
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Jumping IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (15) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (17) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Miracle - +Recovery
- (23) Regenerative Tissue - +Regeneration
- (37) Numina's Convalescence - +Regeneration/+Recovery
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (36) Performance Shifter - Chance for +End
- (43) Performance Shifter - EndMod
- (A) Red Fortune - Defense/Endurance
- (23) Red Fortune - Defense/Recharge
- (37) Red Fortune - Defense/Endurance/Recharge
- (39) Red Fortune - Defense
- (42) Red Fortune - Endurance
- (A) Empty
- (A) Scirocco's Dervish - Accuracy/Damage
- (27) Scirocco's Dervish - Damage/Endurance
- (27) Scirocco's Dervish - Damage/Recharge
- (37) Scirocco's Dervish - Accuracy/Recharge
- (43) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Numina's Convalescence - Heal/Recharge
- (29) Miracle - Heal/Recharge
- (29) Doctored Wounds - Heal/Recharge
- (31) Interrupt Reduction IO
- (31) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense
- (48) Empty
- (A) Positron's Blast - Accuracy/Damage
- (33) Positron's Blast - Damage/Endurance
- (33) Positron's Blast - Damage/Recharge
- (33) Positron's Blast - Damage/Range
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Defense/Endurance
- (A) Thunderstrike - Accuracy/Damage
- (42) Thunderstrike - Damage/Endurance
- (45) Thunderstrike - Damage/Recharge
- (46) Thunderstrike - Accuracy/Damage/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (48) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (50) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (50) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Run Speed IO
Level 1: Brawl- (A) Hecatomb - Chance of Damage(Negative)
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:- 16.5% DamageBuff(Smashing)
- 16.5% DamageBuff(Lethal)
- 16.5% DamageBuff(Fire)
- 16.5% DamageBuff(Cold)
- 16.5% DamageBuff(Energy)
- 16.5% DamageBuff(Negative)
- 16.5% DamageBuff(Toxic)
- 16.5% DamageBuff(Psionic)
- 6.88% Defense(Smashing)
- 6.88% Defense(Lethal)
- 7.5% Defense(Fire)
- 7.5% Defense(Cold)
- 10.9% Defense(Energy)
- 10.9% Defense(Negative)
- 13.8% Defense(Melee)
- 18.1% Defense(Ranged)
- 15% Defense(AoE)
- 34% Enhancement(Accuracy)
- 26.3% Enhancement(RechargeTime)
- 10% FlySpeed
- 73.1 HP (4.88%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 5.5%
- MezResist(Immobilize) 12.1%
- MezResist(Stun) 2.2%
- 7% (0.12 End/sec) Recovery
- 52% (3.25 HP/sec) Regeneration
- 5.36% Resistance(Fire)
- 5.36% Resistance(Cold)
- 3.13% Resistance(Negative)
- 10% RunSpeed
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Whats your opinion, cause my brutes 12 and its my first melee, I'm completely theory crafting here, I'd love the ideas of someone who's actually playing the build.
I'm looking at the build, how does your endurance hold out as well, I'm showing only .45 eps use, that could easily handle weave running, and tough would give a spot to drop a steadfast defense and nothing else (as I'd probably never bother running it)
::Edit::
Took some ideas off yours with regard to slotting and made a build. Its probably one of the most expensive brute builds I've seen, lots of purples, but on the other hand its got 107% defense debuff resistance and is 10-15 points over the softcap with all the set bonuses applied to all positions. I maxed out the AoE capability without sacrificing too much ST damage, Slash follow up strike slash will absolutely shred anything ST that gets in your way. I've got honestly a bit too much global recharge, I could probably cut most of the purple sets down cheaper and still do fine, as they're all in the damage powers. This build should be middle of the road to softcap and expensive as all hell to get the purples and hammi o-s for defense, but the beauty is the hammis increase that defense debuff, so even if you do get hit with something it won't last long and you've got padding.
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I'm loving Claws so far, don't have enough SR powers to do much yet though. I have to say that Bots/Traps has spoiled the hell out of me, I'm one pet defensive aura away from my bots being softcapped about about 10% away from personal softcapping at 29, which is frickin ridiculous. I'm going to pour some money into this brute at 22 and get him somewhat IOed out without the ones that cost ridiculous amounts.
I do have slotting questions though, I've not played much in the way of melee toons thusfar, and I have absolutely no idea how to slot out my powers, if people had builds to post that would be awesome, I'm thinking I'm going to spend alot on this character, so if anyone's got an optimum cost-is-no-object build suggestion that would rock. -
Quote:With how often I see things run from me for no apparent reason, I love being able to immobilize. More than once I've had an AV take off at about half damage and even after I clear around them they manage to seek out the closest enemy possible. Doing lower level AVs alone is hell sometimes, I've had 20+ minute AV battles because they run and run and run away, I've even reset encounters hoping that it will reset the AI enough to keep things in one place.Is immobilization of AV really needed? Tbh I haven't really used it or needed it so far against AVs. As long as they have been attacking me instead of running like headless chickens (which they haven't done so far) it hasn't made difference if they preferred to stay in melee or ranged. But I haven't actually faced many AVs because only Scirocco felt like any challenge and it was only because of tornados. So I got bored and stopped fighting 'em. Perhaps the ones I fought just happened to be easy ones.. Can you recommend some tough ones that I could easily face in a "sparring fight" in AE building. This is my 1st character that I've used to solo avs. I'm kinda newbie in CoH.
The added benefit is that with a decent ability to immobilize, you can worry alot less about AoE defense to handle those point blanks by parking whomever somewhere and standing about 10 yards away next to your bots. Then its just a quick sideways dash when its time for TG.
Quote:The more I think about it the more convinced I'm that while respeccing I won't put any additional slots to Charged Armor. One of those three slots will be for six slotting Fearsome Stare. It'll actually enhance my AoE def by 0.62%. The rest of 'em I'll propably use to either six slot Electric Fences(!) or for two additional Basilisk Gaze chants on fluffy. Probably I'll choose EF.
One thing I'd suggest you to try is slot end/rech/slow from Tempered Readiness instead of End reduction in Tar Patch. It's less than 1mil to test in and slot End red back if you don't like the change. But I'd be surprised if you dont.. You'll gain faster recharge, lose only 1ep/cast and double the time it takes from mobs to run outside Tar Patch. Btw do you know that res debuffs of two Tar Patches do stack? In practice 30s recast time of Tar Patch can improve your overall dmg output by ~10% when compared to 45s recast time.
Edit: Ok, Lord Recluse does cause some grey hair to me LOL. Looks like I just can't keep 4 bosses and him under control and then it's bye bye to bots and visit to hospital. L2p issue I guess.
Does he really allways summon those Executioners at the beginning of a fight as he did at every one of my three attempts? Does he also resummon 'em during the fight? I guess.. That guy is a challenge; to me at least. I shut me mouth