streetlight

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  1. Is there a way to build a useful amount of defense into a tri-form? If I could get to 32.5% S/L+R in all three forms, it'd be perfect. Alternately, I might shoot for 20% to all three positions or, failing that S/L+R. It'd be nice to have the utility of three forms coupled with nice base defense values for survivability.
  2. I ended up making a few changes to get the final build. Working great so far as a toggle-and-forget kind of build. Survivability has been excellent between the defense, resists and heals. No endurance problems. Good fun all around!

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping

    Hero Profile:
    Level 1: Gleaming Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46)
    Level 1: Incandescence -- ResDam-I(A), ResDam-I(45)
    Level 2: Glinting Eye -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(11), Thundr-Acc/Dmg(43), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43)
    Level 4: Gleaming Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/Rchg(7), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Acc/Dmg(40), Thundr-Dmg/EndRdx(42), Thundr-Acc/Dmg/Rchg(42)
    Level 6: Essence Boost -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(36), Mrcl-Heal(36)
    Level 8: Shining Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(15)
    Level 10: Thermal Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(25)
    Level 12: Radiant Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(39)
    Level 14: Quantum Shield -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(25)
    Level 16: Proton Scatter -- Posi-Acc/Dmg/EndRdx(A), Posi-Dam%(27), Posi-Dmg/Rchg(34), Posi-Acc/Dmg(42), Posi-Dmg/EndRdx(45)
    Level 18: Incandescent Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(27)
    Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Knock%(23)
    Level 22: Reform Essence -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(37), Mrcl-Heal(37)
    Level 24: Tough -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(31)
    Level 26: Solar Flare -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-Acc/Dmg/Rchg(48)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(50)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(50)
    Level 32: Photon Seekers -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), RechRdx-I(40)
    Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37)
    Level 38: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(48)
    Level 41: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
    Level 44: Vengeance -- LkGmblr-Rchg+(A)
    Level 47: Light Form -- S'fstPrt-ResDam/Def+(A)
    Level 49: White Dwarf -- Aegis-Psi/Status(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- C'ngImp-Acc/Dmg(A)
    Level 1: Cosmic Balance
    Level 1: Energy Flight -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(34)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 10: Combat Flight -- LkGmblr-Rchg+(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3)
    ------------
    Level 49: White Dwarf Antagonize -- Acc-I(A)
    Level 49: White Dwarf Flare -- C'ngBlow-Acc/Dmg(A)
    Level 49: White Dwarf Smite -- C'ngImp-Acc/Dmg/Rchg(A)
    Level 49: White Dwarf Step -- Zephyr-ResKB(A), Zephyr-Travel(40)
    Level 49: White Dwarf Strike -- C'ngImp-Acc/Dmg/Rchg(A)
    Level 49: White Dwarf Sublimation -- Heal-I(A)



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  3. You might want to change the build in order to ensure perma-Rage at all times. Otherwise, you'll end up eating the Defense Debuff of the Rage crash and ruining all that careful work. A single Recharge IO would suffice. You can get this slot by dropping to 3pcs of Reactive Armor in Tough. You'll still maintain your S/L softcap.

    Change up the Footstomp slotting to 4xErad (Dmg, Dmg/Rech, Acc/Dmg/Rech, Acc/Dmg/End/Rech), 1xMultistrike (Dmg/End/Rech), and 1xForce Feedback (Chance for +Recharge). This will help keep your big attacks cycling faster and help reduce the downtime for Hasten. It'll also give you 42 more HP, which never hurts.

    I prefer to fit an EndMod into Lightning Field & Power Sink (more for Power Sink), but you have to make some sacrifices to softcap S/L/E/N.

    Taunt sets are good sources for S/L defense. If you have fewer slots to spend, you can get 1.875% from 3pcs of Triumphant Insult. If you have more slots, you can get 3.125% from Perfect Zinger.
  4. Quote:
    Originally Posted by Aneko View Post
    The question at the time was: should -anyone- be controlling two Tankers on the Yellow Taunt team simultaneously? I didn't think so, and I wasn't the only one. Why must people try to make it sound like a personal attack on the player?

    As far as our needing more people, the dual-boxing issue only came up after the original three of us had been asked about covering two mitos each, to which none of us objected.
    Never tried dual-boxing really, but yellow taunt seems like it would be pretty easy. Pick your target, pop EotE, auto-taunt, do the same with your other account, and keep an eye on each in case yellow spike runs a bit slow and you need another EotE. When they bloom, pop an EoE, reacquire your target, and repeat. It's not the most difficult job out there. I've teamed with dual-box players who did very well in much more difficult circumstances with much more complicated characters.

    Blue and green might be even easier. Just target through whoever is supposed to be calling targets and pound keys. No need to move or reacquire targets, so long as the targetter is doing their job and you have the range. If you do need to move, just follow your other account. No big deal.
  5. Quote:
    I see that the end drain has gone up but so has the end recovery, do you expect the overall effect to be about the same?
    End usage will depend on how long your fights are and whether or not you want to run Super Speed all the time. Thinking on the build a little more, I'd probably move the Celerity +Stealth to Sprint and toss a Quickfoot End/Run in Super Speed. That would cut endurance by 0.1eps while nearly capping your runspeed (about 5mph shy).

    The three Performance Shifter procs add 0.6eps to the figures in Mids (average over time, sometimes better, sometimes worse, usually very close). Worst case, running SS (with the new slotting) and fighting nonstop against something like a pylon or AV, you'd have a net 2.53eps for your attacks, which isn't bad.

    Looking at your single-target attacks, GFS is ~3.17eps, Incinerate ~2.20, Cremate ~3.11, and Fire Sword ~2.71. Only one of those attacks comes in below 2.53, so you can see that your blue bar would be dropping. However, it wouldn't drop that fast. Your worst single-target attack is only -0.54eps net. I'd guess that puts you somewhere over 4 minutes of continuous fighting without detoggling and maybe closer to 5 minutes. Again, that's not bad. My advice would be to just turn off Super Speed when fighting AVs, which bumps you up to 2.89eps recovery and keeps you in the fight for a good long time.

    When you add in FSC, things get a little more expensive. It hits ~4.76eps, but will be your best DPS dealer in groups of three or more enemies. It's absolutely worth using as much as possible in those conditions. Also, if you're in a situation where you are using it, you'll likely also spend some time switching targets and some time running from spawn to spawn. You won't make any attacks during those gaps, so your bar will recover at that 2.53eps pace.

    Quote:
    I suppose I will have to learn how to use Taunt effectively.
    Taunt is a great power. You can grab the attention of one spawn and pull them to another for quick and easy AOE fun. If you're doing fine where you are, send a taunt out to the next group and bring them to you. It'll help you keep Invincibility saturated. I only slotted it for the set bonuses and Mocking Beratement has excellent set bonuses.

    One thing I'm not quite happy with on the build is the accuracy. Without several accuracy set bonuses in the build, you end up with ~138% in several attacks. In most TFs (set to +0/x1), you wouldn't notice this at all. Once you're level-shifted, you wouldn't notice it with +1s. Against +2s, things would start to slow down a little, and get progressively worse from there.

    You could trade the 3pcs of Eradication in FSC for another 3pcs of Obliteration, which would give you 5% more recharge and 9% more accuracy. You'd have 34.1% E/N defense, which is still just one purple from softcap. FSC would be a bit more thirsty (~5.38eps), but the recharge and added accuracy might make it worthwhile. The end result is that you'd get another level's worth of ability.
  6. In theory, T4 substitution sounds great, but in practice it doesn't quite pan out that way.

    If everyone is slotted out to T4 on incarnate powers, uses a great build, chooses completmentary powers, is on voice together, and pays attention to someone calling for buffs at specific places and times, then I suspect it could work out. The players would know when and where to use and receive buffs, which would last as long as possible and hit as many people as possible. That's the ideal.

    In practice, maybe a handful are on voice together, very few of the players involved have more than T3 in anything and likely lack one or more powers, very few have great builds, and very few choose complementary powers. They use what they want when they feel like it, buffing whoever happens to be nearby, or maybe they don't even use them at all, because they'd rather be attacking or talking to friends.

    Plenty of players don't even bother to check their powers for grenades & acid in Lambda, let alone use them or give them to someone who will. Players will abandon objectives, leaving the team shorthanded, in order to get into the Lambda cutscene. Players attack held minions rather than free-running lieutenants in the BAF trial. Don't get me started on the idiots who, even after dozens of BAFs, still can't figure out that they should get away from teammates when they have two rings or why they get held.

    If you do happen to find yourself on the ideal team, then the bubbler likely won't be as useful. Of course, on that team, you could bring an SO-slotted Stalker and be fine. Outside of that context, the bubbles are worthwhile. I've never seen an ideal league and I don't believe I've ever been on an ideal team since i20 hit. Bubblers were still plenty helpful back in i19 on ideal teams, though.

    Regarding Cold vs. FF, it's been hashed out plenty: debuffs and wider radius toggle vs. additional defense (~8% more from Dispersion Bubble), mez protection, and KB/Repel mitigation. Cold's a great set, arguably the best in the game. That doesn't make FF useless or terrible, just not the best. Ask me to choose between the two, assuming the same player, and it'll likely come down to whether the team needs mez protection or debuffs. I'd rather trade a low-aggro melee character and keep both, though.
  7. Here is what I could come up with after fiddling around in Mids a bit. Defenses are 45.4% (S/L), 37.3% (E/N), and 34.1% (F/C). Hasten isn't permanent, even with T4 Spiritual, but it helps ensure that Dull Pain is permanent.

    Villain Plan by Mids' Villain Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Cretan Bull: Level 50 Magic Brute
    Primary Power Set: Fiery Melee
    Secondary Power Set: Invulnerability
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(19)
    Level 1: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/Rchg(9)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(21)
    Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15)
    Level 6: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(42)
    Level 10: Resist Elements -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 12: Incinerate -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(27)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(43)
    Level 18: Boxing -- C'ngImp-Acc/Dmg/EndRdx(A)
    Level 20: Resist Energies -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam(46)
    Level 22: Tough -- TtmC'tng-ResDam/EndRdx(A), RctvArm-ResDam(37), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/EndRdx(39)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(43)
    Level 26: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(34)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
    Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), DefBuff-I(36), Ksmt-ToHit+(36)
    Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(46)
    Level 41: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(46), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
    Level 44: Build Up -- AdjTgt-ToHit(A), AdjTgt-Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(45), AdjTgt-ToHit/EndRdx(48)
    Level 47: Superior Conditioning -- P'Shift-EndMod(A), P'Shift-End%(48)
    Level 49: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(50)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- C'ngImp-Acc/Dmg(A)
    Level 1: Fury
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(3)



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  8. Quote:
    Originally Posted by greygriffin View Post
    I just did a paste of the short forum export so not sure why the datalink is broken, however here it is again.

    I've just double checked importing these into Mids' and they both work for me.
    It isn't broken, Mids got updated a little while ago and people don't tend to notice that. Older versions can't open builds under newer versions, so you get these "broken" posts a lot.
  9. Here's what I use. No purples or HOs, but a few expensive pieces. It has great recharge, over 20% fire defense, and a couple slotted single-target attacks for taking down bosses at the end. At 20% fire defense, you can pop two purple insps and softcap in farms. With T3 or T4 Spiritual Alpha and one or two Footstomps every 60 seconds (you should use it a LOT more than that), Hasten will be permanent and Rage capable of double-stacking at all times.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  10. Generally-speaking, the best typed defense sets are Kinetic Combat (S/L), Eradication (E/N), Aegis (F/C) & Reactive Armor (S/L/E/N). That's a good place to start and you're already there for the most part. The more of each, the merrier, and you can let F/C go without significant consequences.

    How much defense you need is difficult to answer. On a */Fire, you're going to have to make compromises. Softcapped S/L covers the widest range of content, but leaves some significant holes and would require a lot of sacrifices. Many players prefer to get to 32.5% to S/L/E/N, so that they can pop a single small purple inspiration and softcap to all four types. Some prefer 20% to all types or positions, which is two small purple inspirations from softcap. Which one will work best for you depends on what sort of content you want to face and how often you want to go to your inspirations.

    That said, there is one thing that all builds need to pay attention to and that's endurance. The more recharge a build has, the more endurance trouble it tends to have. High recharge builds with the top attack chains require somewhere north of 3.0 net endurance per second (recovery - toggles) or some way to regain lost endurance. Low recharge builds can get away with less by using lower-endurance powers in their attack chains. The floor is probably somewhere around 2.0 net endurance per second.

    As specced above, you've got a net endurance per second of 1.83, which is a bit low. Consume will help a lot, but it's slow-recharging. Storm Kick uses 4.69/sec, Cobra Strike uses 3.90/sec, Crane Kick uses 3.27/sec, Dragon's Tail uses 4.11/sec, Eagle's Claw uses 2.53/sec, and Fire Ball uses 10.82/sec (all numbers estimated using Arcanatime). Anyone should expect to use endurance in a fight, but you don't want to run out. Take 1.83/sec away from each of those and you can figure out how much endurance you lose running any particular combination of attacks. For your utility powers, Healing Flames is 4.10/sec and Focus Chi is 3.94/sec.

    Using the recharge for Consume as the baseline (under the assumption that you'll have enough targets to fill up), you need to lose less than ~109 endurance every ~78 seconds or you'll detoggle. That would put -1.39eps as your detoggle pace. Lose any more than that and you're in trouble. With 3.36eps recovery, you have 4.75eps to work with. Your toggles take up 1.53eps, leaving 3.22eps for attacks and other powers. Eagle's Claw is great and Crane Kick is close, but your attack chain is likely to exceed the 3.22eps goal.

    Now, this assumes one constant stream of actions, which may be a bit unfair. It'd only happen against AVs or GMs that require long-term attention. In normal gameplay, you'll switch targets occasionally and fights against any given spawn are likely to be over in MUCH less than 78 seconds. When you aren't fighting at all, your net eps will refill your bar steadily.

    At this point, the detoggle pace is still a concern, so I would build for either more recovery or better endurance management - probably both. Two easy solutions come to mind, but you may not like either: 1) switch Pyre Mastery for Cody Mastery; or 2) switch to Cardiac Alpha. Both would be a bit much, I think, but either might help significantly.
  11. streetlight

    For @Hannah 15

    Quote:
    Originally Posted by Organicide View Post
    My brute is level 40 now and I'm receiving a number of sugguestions as to how to build him for strickly AE content. Some are telling me to max S/L def, others are telling me Melee and then I'm hearing build for AoE/Fire and Cold def. My gut is telling me AoE/f/c/ is the best option for what it is i intend to do. Any sugguestions are welcome.
    As others have mentioned, recharge is the generally accepted way to go. It isn't the only way, but it pays off the biggest. It also means a more active playstyle. You have to keep an eye on your health, endurance and inspirations. If you're farming +3/x8 or +4/x8, things will happen very quickly. Alternately, you could farm +2/x8, which will be both faster for you and safer.

    If you're looking for something easier, then defense will help (20% to get within two small purple of softcap, 32.5% to get within one). You'll be slower, but safer. On the bright side, you can still get a high-recharge build with 20% F/C defense. I'll include an example below.

    Quote:
    My budget for the build is 500m.
    You can get a good build for 500M if you're willing to run tips or convert reward merits to alignment merits. I didn't spend too terribly much on my current build, which has no purples or PVP IOs, but still manages perma Hasten and perma double-stacked Rage. However, I did cash in alignment merits for several pieces (notably the LotGs, the Miracle, and the Numina). Here is what it looks like now...

    Villain Plan by Mids' Villain Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fiscal Flea: Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- Mocking-Taunt(A), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rchg/Rng(15), Mocking-Acc/Rchg(21), Mocking-Taunt/Rng(40), Mocking-Rchg(40)
    Level 1: Fire Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(46)
    Level 2: Haymaker -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(40)
    Level 4: Blazing Aura -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(5), Sciroc-Acc/Dmg/EndRdx(5), Sciroc-Dmg/EndRdx(7)
    Level 6: Healing Flames -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal/EndRdx(15)
    Level 8: Knockout Blow -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11)
    Level 10: Temperature Protection -- S'fstPrt-ResKB(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(19), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(39)
    Level 16: Plasma Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(17)
    Level 18: Rage -- RechRdx-I(A), RechRdx-I(19)
    Level 20: Consume -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(21), P'Shift-EndMod/Acc/Rchg(27), P'Shift-EndMod/Rchg(39), P'Shift-Acc/Rchg(43)
    Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-EndRdx/Rchg(23), S'fstPrt-ResDam/Def+(50)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(48)
    Level 26: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(37), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(46), Mocking-Rchg(50)
    Level 28: Burn -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Dmg(31), EndRdx-I(36)
    Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Foot Stomp -- Oblit-Acc/Rchg(A), Oblit-Dmg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg/Rchg(34), FrcFbk-Rechg%(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Rise of the Phoenix -- Heal-I(A)
    Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), EndRdx-I(48)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), EndRdx-I(48)
    Level 47: Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Stealth -- LkGmblr-Rchg+(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Fury
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(36), P'Shift-EndMod/Rchg(50)



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  12. Quote:
    Originally Posted by Kotchie View Post
    My experience with an IO'd out /stone brute is fantastic.

    The -run, -rech is VERY easily mitigated by IO's..and /stone is all around tough as it is.

    The texturing of the armors is abysmal (the granite form blocks out your costume) but with just the one armor you can drop all the prerequiste armors, freeing up some power choices for other things (and the corresponding slots).

    If anyone chimes in with a "you didn't mention the -damage"...all I have to say is..its a brute, we dont have anything that is -damage :P

    Just my 2cents..your results may vary
    I've been wondering about */Stone Brutes. They were popping up everywhere for a while, but I haven't seen any in the iTrials, so I assumed that people were either shelving them or rerolling. I decided to spec out a build just in case it was worth following up on.

    I found that it's not too hard to softcap S/L/E/N/F/C, but the tradeoffs are rough. My build still has -20% global recharge after sets and LotGs, which means a weak attack chain and no permanent Earth's Embrace. You can get outstanding resists by going Cardiac Alpha, but it looked to me like Spiritual was needed for the recharge.

    Regardless of the recharge issue, I decided that if I ever wanted to roll Stone Armor, it'd be a Brute over a Tanker. Not quite as survivable, but definitely good enough, with gobs more damage.
  13. Granted, on a team filled entirely with 11-figure builds and full T4 Incarnate slotting, FF isn't that helpful. The further you get from that ideal, though, the more helpful it becomes. If the team is just that good, play something else and enjoy the ride. If it isn't that good, then feel free to break out the bubbler. The benefits of a bubbler aren't typically noticed until they're gone. Everything just goes smoother, even for top-level builds.

    FF can bubble anyone, anywhere, at any time. You can't pop Barrier for everyone if the group splits up or even scatters in the same area. Also, players tend to be selfish in their power choices. Clarion isn't very common, so the mez protection offered by a bubbler remains useful to many. Additional defense is always good wherever there is additional to-hit. Few people are softcapped to anything more than S/L or Ranged, which leaves them vulnerable to everything else. AOEs, Psi, and pure E/N/F/C can all cause significant problems.

    FF also has Force Bubble and/or Repulsion Field, two powers often ignored by bubblers. Forcing everything into a corner for quick AOE melting is still good fun. Plus, either power can shut down minions in the BAF escape phase. You can rely on the larger area of Force Bubble or toss a Force Feedback +Recharge into Repulsion Field to keep your attacks cycling faster. Sit in the middle of one of the paths and you'll lock them down easily.

    EDIT: Defender FF/* builds also enjoy the benefits of Defender-level Leadership. Another 18.75% damage from Assault, 5.5% defense from Maneuvers, and nearly 20% to-hit from Tactics all go a long way toward helping teammates, while providing mez protection to Taunt, Placate, Fear and Confuse.
  14. BA has the downside of mitigation through KD/KU. Opponents that are on the floor aren't attacking and still hold aggro, which is great for reducing incoming damage, but not so great for maintaining Fury. I don't know any BA/* Brutes, let alone farming BA/* Brutes, so I can't tell you if the impact is noticeable or not. You'll also get redraw going into your axe attacks from your other attacks, which will slow things a little. That's part of why SS & Elec are so popular.

    The build itself has decent all-purpose slotting, but farming is best done with a specialized build. The more specialized the build, the better the results. If you want to do more than farming - or more than one type of farming - you end up making sacrifices. In this case, you pick up some measure of survivability against S/L/E/N that will pay off in anything other than fire farming, but you trade off speed and survivability when fire farming.

    If you're really looking to get into farming, better options exist than BA/Fire. If you want to make the most of BA/Fire for fire farming, that can be done, too. If you want to have a PVE BA/Fire that won't embarrass itself in a farm (fire or S/L), then there are ways to do that. It all depends on what you want to accomplish.
  15. Quote:
    Originally Posted by Blue_Centurion View Post
    This has been bopping in my head for awhile, yet I never asked anyone. Which Brute Armors are easiest to I/O out and get "great performance" from. To be clear what is meant about "great performance" is survivability first, added damage second, extra Mez or Buffs third. the goal is to I/O the armors in as few slots as possible, therefore leaving more enhancement slots available for the rest of the build.
    I'd recommend SR for the armor. It's easiest to softcap, covers all positions, has great DDR, has Quickness for global recharge (equivalent recharge to 5pcs each of two purple sets), and has tons of defense powers to slot those wonderful LotG 7.5s in. Endurance isn't bad, either. With other sets, you'll run several extra toggles to hit softcap to even one position or type. Plus, with all your defense needs covered with Weave and a few slotting choices, you can go for other set bonuses. Recharge is the favorite, of course.

    On the downside, it doesn't do anything but defense and recharge. The only resists you'll have would come from Tough or scaling resists based on damage you've taken, but you just won't get hit that often. It also lacks a self-heal, but you shouldn't take that much damage. Some people hate the click mez protection, but I just set it to auto. I'd rather be a couple seconds late popping Hasten or Build Up than mezzed.
  16. streetlight

    For @Hannah 15

    Quote:
    Originally Posted by ultrawatt View Post
    Well thats the thing. Farming build, really? It has 55% +rech from sets, it has tough and weave. AND it has no attacks for it APP/PPP wtf? But it cant be standard play because it's shooting for fire def.
    Like I said, it was pretty clearly focused toward defense and endurance. Neither of those are necessarily farming faves, but they're options and it makes for a safer - if slower - experience. Tough helps with the S/L damage that gets through, and some bosses can throw a chunk of S/L damage from FS, FSC, Cremate or GFS. Weave fits with the defensive mindset.

    The lack of AOEs is rough, definitely, which is one of the reasons I posted an alternative. For all we know it's a blueside build and the player may not want to take it redside for the PPP.
  17. I was at the raid and it just didn't go well. That happens, no big deal. Thanks to Pops & Sep for trying to pull it together.

    However, I have to admit that I've lost patience with nearly any sort of event starting 30+ minutes late. My game time isn't unlimited. Spending half an hour or more waiting for someone else to finish up a TF or trial so they can join the raid means I'm just sitting there for that whole time. I could be doing something else, something productive, something fun - just like the people that we end up waiting for. I'm kind of tired of waiting.

    Waiting happens with every raid on Champion, so it's not specific to any player running the raid or even the type of raid. Since i19 popped up, players just have too much grinding ahead of them to get all the new material for their favorite characters. Low drop rates mean lots of time spent grinding and multiple characters mean repeating it all ad nauseum. By the time most of us catch up to i20, new powers will open up and new trials with them, dragging out the grind even more. Unless it grants an accolade or a bunch of people get a wild hair, the old stuff just won't be run a whole lot.
  18. streetlight

    For @Hannah 15

    It's pretty clearly a farming build, not a general use build. It has a lot of fire defense, so you wouldn't have to think about insps for anything but reds. It has lots of cheap recharge, to keep attacks flowing. It has lots of endurance management, so you don't have to worry too much about that. Vengeance is there for the cheap buff while PLing others. It's not a bad start for a build you wouldn't have to pay any attention to. Just slap on the inspcombine binds and you're good to go.

    Assuming you want to keep endurance and cost down, which isn't necessarily how most farming builds would go, here's how I would change the OP's build...

    Villain Plan by Mids' Villain Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Dmg/Rchg(39)
    Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam(5)
    Level 2: Haymaker -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/Rchg(46)
    Level 4: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(45), Dct'dW-Rchg(45)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(42)
    Level 8: Knockout Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(45)
    Level 10: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Acc/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/EndRdx/Rchg(15)
    Level 12: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(17)
    Level 18: Rage -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(42)
    Level 20: Consume -- Mocking-Taunt(A), Mocking-Taunt/Rchg(21), Mocking-Taunt/Rchg/Rng(21), Mocking-Acc/Rchg(23), Mocking-Taunt/Rng(40), Mocking-Rchg(42)
    Level 22: Kick -- FrcFbk-Rechg%(A)
    Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(25)
    Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Rchg+(37)
    Level 28: Burn -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(36), RechRdx-I(37)
    Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
    Level 32: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), FrcFbk-Rechg%(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(39)
    Level 38: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), DefBuff-I(40)
    Level 41: Electrifying Fences -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(43), Det'tn-Dmg/Rchg(43), Det'tn-Dmg/EndRdx/Rng(46), Det'tn-Acc/Dmg/EndRdx(46), EndRdx-I(48)
    Level 44: Ball Lightning -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/EndRdx/Rng(48), Det'tn-Dmg/Rchg(50), Det'tn-Acc/Dmg/EndRdx(50), EndRdx-I(50)
    Level 47: Tactics -- GSFC-Build%(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 50: Cardiac Core Paragon
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Acc(34), P'Shift-EndMod/Rchg(43)



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  19. And it figures that the second I post this is the same second that I realize Combat Flight only offers positional defense. I can strip two slots from there (leaving the LotG 7.5) and move them to Photon Seekers for an Expedient Reinforcement Acc/Dmg/Rech and one Common Rech IO. That makes the build look like this...

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Human Form Defense: Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Gleaming Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(48)
    Level 1: Incandescence -- ResDam-I(A), ResDam-I(45)
    Level 2: Glinting Eye -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(11), Thundr-Acc/Dmg(43), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45)
    Level 4: Gleaming Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Acc/Dmg(40), Thundr-Dmg/EndRdx(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/Rchg(42)
    Level 6: Essence Boost -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(36), Mrcl-Heal(36)
    Level 8: Shining Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(15)
    Level 10: Thermal Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(25)
    Level 12: Radiant Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
    Level 14: Quantum Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(27)
    Level 16: Proton Scatter -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(50), Posi-Dmg/Rng(50), Posi-Dmg/Rchg(50)
    Level 18: Incandescent Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23)
    Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23)
    Level 22: Reform Essence -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(37), Mrcl-Heal(37)
    Level 24: Tough -- HO:Ribo(A), HO:Ribo(31)
    Level 26: Solar Flare -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-Acc/Dmg/Rchg(48)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
    Level 35: Photon Seekers -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(36), C'Arms-Acc/Dmg/Rchg(37), C'Arms-EndRdx/Dmg/Rchg(39), ExRmnt-Acc/Dmg/Rchg(40), RechRdx-I(40)
    Level 38: Light Form -- S'fstPrt-ResDam/Def+(A)
    Level 41: Vengeance -- LkGmblr-Rchg+(A)
    Level 44: Conserve Energy -- RechRdx-I(A)
    Level 47: Quantum Flight -- EndRdx-I(A)
    Level 49: White Dwarf -- Aegis-Psi/Status(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Partial Core Revamp
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 1: Cosmic Balance
    Level 1: Energy Flight -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(34)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 10: Combat Flight -- LkGmblr-Rchg+(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3)
    ------------
    Level 47: White Dwarf Antagonize -- Acc-I(A)
    Level 47: White Dwarf Flare -- Empty(A)
    Level 47: White Dwarf Smite -- Empty(A)
    Level 47: White Dwarf Step -- Zephyr-ResKB(A)
    Level 47: White Dwarf Strike -- Empty(A)
    Level 47: White Dwarf Sublimation -- Heal-I(A)



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  20. Working on a build for a PB and I wanted to get some feedback before I went shopping. No really expensive IOs in this, but a lot of moderately expensive pieces, so I'd prefer not to make any mistakes that could be avoided.

    The basic goal was survivability, so I built it to be one small purple inspiration (or one application of Vengeance) away from softcapped S/L/E/N & Ranged. The build is slot-starved and a bit endurance-hungry, but I managed to hit those goals.

    I'd really like to improve the damage and recharge on Photon Seekers, but unless I missed a trick somewhere I don't see it happening. Maybe replace the Call to Arms set with a pair each of Common Damage & Recharge IOs? I guess I could give up the Recovery and HP from CtA for Expedient Reinforcement for a little bit more enhancement bonus?

    I'd also like to find a slot each for Proton Scatter, Incandescent Strike and Radiant Strike. I just don't see it happening without a huge additional expense (e.g. stripping the Kinetic Combat from Brawl & replacing the Aegis Unique with the Glad Armor 3%). That'd also put the build just a hair below my defense goals for S/L. Defense over offense for this build, though, and a couple billion saved is a couple billion earned, right?

    Here's the build; please let me know if you can find a way to get a bit more out of Photon Seekers and maybe find some extra slots for those three powers.

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Human Form Defense: Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Gleaming Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(48)
    Level 1: Incandescence -- ResDam-I(A), ResDam-I(45)
    Level 2: Glinting Eye -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(43), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(48)
    Level 4: Gleaming Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(40), Thundr-Dmg/EndRdx(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/Rchg(42), Thundr-Dmg/EndRdx/Rchg(48)
    Level 6: Essence Boost -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(36), Mrcl-Heal(36)
    Level 8: Shining Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(15)
    Level 10: Thermal Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(25)
    Level 12: Radiant Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
    Level 14: Quantum Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(27)
    Level 16: Proton Scatter -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(50), Posi-Dmg/Rng(50), Posi-Dmg/Rchg(50)
    Level 18: Incandescent Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23)
    Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23)
    Level 22: Reform Essence -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(37), Mrcl-Heal(37)
    Level 24: Tough -- HO:Ribo(A), HO:Ribo(31)
    Level 26: Solar Flare -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
    Level 35: Photon Seekers -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(36), C'Arms-Acc/Dmg/Rchg(37), C'Arms-EndRdx/Dmg/Rchg(39)
    Level 38: Light Form -- S'fstPrt-ResDam/Def+(A)
    Level 41: Vengeance -- LkGmblr-Rchg+(A)
    Level 44: Conserve Energy -- RechRdx-I(A)
    Level 47: Quantum Flight -- EndRdx-I(A)
    Level 49: White Dwarf -- Aegis-Psi/Status(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Partial Core Revamp
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 1: Cosmic Balance
    Level 1: Energy Flight -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(34)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 10: Combat Flight -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3)
    ------------
    Level 47: White Dwarf Antagonize -- Acc-I(A)
    Level 47: White Dwarf Flare -- Empty(A)
    Level 47: White Dwarf Smite -- Empty(A)
    Level 47: White Dwarf Step -- Zephyr-ResKB(A)
    Level 47: White Dwarf Strike -- Empty(A)
    Level 47: White Dwarf Sublimation -- Heal-I(A)



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  21. Quote:
    Originally Posted by Dr_Unholy View Post
    So I'm looking at rolling a SS/SD or a SD/SS character. Probably casual play, mostly PUGing, and I was wondering: does the loss of damage on the tank make up for the added survivability and ease to hit the soft-cap?

    I actually kind of like tanking with my /WP brute and I wouldn't mind doing so with my Shield character, however, is that pretty much impossible on a brute without a super expensive IO build?
    For casual PUG'ing, the Tanker is a clear better choice. You'll easily softcap and survive just about everything thrown at you - all on a much smaller budget. Your damage will be more consistent, but noticeably lower. That's not bad when you consider the extra HP, easy softcap, and additional resists.

    While I know you mentioned off-tanking, that's more for the weak-aura'd WPs out there. Shield is one of the top two aggro magnets in the game (Ice being the other, Invuln following closely behind). The more you build for damage, the more aggro you'll grab. Stick to softcapping all three positions and you'll have a nice, easy enjoyable character. Whatever you get after that is just gravy.
  22. At one point, I couldn't believe that a few points of defense here or there amounted to anything important. Given enough time, I learned otherwise. The best PVE builds tend to focus on defense first. Softcapping to S/L in particular has incredible results, with E/N coming in second due to its increased presence in new content and the defense debuffs found in some energy damage. Combined with resistance, it works extremely well.

    Part of this depends on how you play the game, though. If you always run with other Tankers, Brutes or Scrappers and split aggro between you, then you can probably let defense slide. If, however, you want to be the point man for taking on large spawns, then defense is definitely worth it.

    On a Brute or Tanker, it's a little easier to let defense slide on resistance builds. They have higher resist caps and more HP. Scrappers cap at 75% and usually have much less resistance against one or more common types of damage. Still, they both benefit - and can benefit a LOT - from adding defense.
  23. Shield is probably the most endurance-heavy set for Scrappers. It's okay on its own, but with a bunch of other toggles running to softcap defense, you run into problems. Toss in a high-endurance attack chain and the problems compound. The goals here are to find more recovery, reduce attack endurance consumption, and get Dark Consumption up faster and earlier in the build.

    Shuffling powers around, buying a Miracle +Recovery and getting the accolades are the easiest steps to take. Switching into Body Mastery helps, too. A little more accuracy, a little more resistance, change a few sets around and...

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    I'm convinced I can do better with Siphon Life, but that's what I've got for now. With accolades up, you should have around a full point of endurance more per second to work with and Conserve Power to fall back on in long fights. Active Defense is now easy to double-stack, which will help your DDR. Attack endurance should be a little better, too.
  24. streetlight

    What to make???

    Earth/Earth Dom: six of your nine primary powers are AOE and you get Tremor from the secondary at L4. Procs from Immob, Hold, Damage & KB sets. What's not to like?

    Elec/Elec Brute: The primary has one cone, one chain and two AOEs. Lightning Field is great always-on damage that adds up surprisingly fast. Some nice proc options, too. Good if you want to go melee and really nice for the new content.

    Warshade and Rad/* Blaster or Corruptor would both be good, too, assuming you still want to avoid Fire or Ice sets and are looking for proc-heavy choices. I just wanted to throw a couple more options in the mix.
  25. Random is random. Did you participate enough to generate a roll to determine your reward table? If not, you get threads. If so, you get a roll on the reward table. As far as I can tell, going inside the door and doing something - anything - in each portion of the trial gets you out of the threads and into the random roll. The distribution likely isn't set up for 25% common, 25% uncommon, 25% rare and 25% very rare, but could be 40% > 30% > 20% > 10% or something entirely different. Voodoo gameplay tactics aren't going to do anything but make you - and by extension, your team - less effective.

    I have a whopping total of three purple drops in my history of playing this game, across all of my characters. Odds are that I should have gotten many more, but it's random. Average the drops out across all of the players in all of the history of potential purple drops and I bet it works out awfully close to what the devs intended the drop rate to be. Just because I haven't gotten "enough" doesn't mean that there is something wrong.

    On the other hand, my FF/DP Defender now has six VRs in BAF trials. He certainly isn't outdamaging anyone and had two of those before he even had any slots unlocked. I had him die three or four times in a particularly terrible run and he still got VR. Why? Because it's random.