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Quote:On leagues with my FF/DP, I tend to bubble the aggro grabbers. After that, I just keep an eye on the league window to see if anyone else is taking damage. If they are, I send a couple bubbles their way. Once they're covered, I attack as much as possible until I see someone else who needs them or they need to be refreshed. If you're not taking damage, then you don't need the extra protection.Given a large team(like the new trials) and a limited time window for buffing who do you buff first? buffing the weaker players keeps them safe but makes things go slow, buffing the stronger players makes things go faster but you may have people dieing.
whats your philosophy?
On teams, I bubble everyone I can get to. I just run down the team list and hit everyone, then refresh a little bit before they start blinking. I could probably be a bit more lax here, but keeping it simple and routine makes sure I don't lapse coverage and that people can wander into trouble without consequences. -
One of the things you'll notice with PVP builds is a crazy amount of KB reduction. Why? Because it's not difficult for a player to rack up KB with magnitude over 40 (the build below hits goes over 45 with Power Thrust). Outside of that, procs are glorious, range is great (obscene in the non-travel-suppressed Arenas), and escapability is critical (movement-slotted SS+SJ & either Phase Shift or Hibernate).
Here's a (much) cheaper alternative build for a Psi/EM, if you were looking for something to build up from...
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Streetlight Sensei: Level 50 Mutation Blaster
Primary Power Set: Psychic Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Psionic Dart -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg(3), Dev'n-Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Acc/Dmg/EndRdx(40)
Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(5), KinCrsh-Rchg/KB(5), KinCrsh-Rechg/EndRdx(7), KinCrsh-Dmg/EndRdx/KB(7), KinCrsh-Acc/Dmg/KB(9)
Level 2: Mental Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg(11), Dev'n-Dmg/EndRdx(11), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15)
Level 4: Telekinetic Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(17), Dev'n-Acc/Dmg/EndRdx/Rchg(17), ExStrk-Dam%(21), Thundr-Dmg/EndRdx/Rchg(21), Thundr-Acc/Dmg/Rchg(23)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
Level 8: Will Domination -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(29), Dev'n-Acc/Dmg/EndRdx/Rchg(31), Dev'n-Dmg/EndRdx(31), Thundr-Acc/Dmg/Rchg(31), Thundr-Dmg/EndRdx/Rchg(33)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(33), Zephyr-ResKB(37)
Level 12: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(13), AdjTgt-Rchg(13), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(43), AdjTgt-ToHit/EndRdx/Rchg(50)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel(23), EndRdx-I(34), EndRdx-I(36)
Level 16: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(34), EndRdx-I(42), EndRdx-I(50)
Level 18: Psychic Focus -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(19), AdjTgt-Rchg(19), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(46), AdjTgt-ToHit(46)
Level 20: Acrobatics -- EndRdx-I(A)
Level 22: Grant Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(27)
Level 24: Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(25)
Level 26: Phase Shift -- RechRdx-I(A)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), Krma-ResKB(29)
Level 30: Tactics -- Rec'dRet-Pcptn(A), GSFC-Build%(40), GSFC-ToHit/EndRdx(43), GSFC-ToHit/Rchg/EndRdx(43)
Level 32: Vengeance -- LkGmblr-Rchg+(A), Krma-ResKB(33)
Level 35: Boost Range -- RechRdx-I(A), EndRdx-I(36)
Level 38: Conserve Power -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Personal Force Field -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(42), GftotA-Def/Rchg(48), S'dpty-Def/Rchg(48), Ksmt-ToHit+(48)
Level 44: Temp Invulnerability -- ImpSkn-ResDam/EndRdx(A), ImpSkn-EndRdx/Rchg(45), ImpSkn-Status(45), HO:Ribo(45), HO:Ribo(46), Aegis-Psi/Status(50)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Flurry -- C'ngImp-Acc/Dmg(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Boost
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Level 1: Brawl -- Acc-I(A)
Level 1: Defiance
Level 1: Sprint -- Clrty-Stlth(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/Rchg(34), P'Shift-EndMod(36)
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Quote:Seen quite a bit more than just those two in the PVP bootcamp, so likely some additional variety headed into the game. No Scrappers, let alone any Regens, on any teams (kind of surprising), but there are a bunch of Psi/EMs. Emps are big, of course, as are Corruptors. Doms are much more popular than expected (and impressive), with good damage and mez. Stalkers are present and doing well (*/WP, usually). That's just what we have on those teams.What we see here is further proof that something needs to be changed.
No offense to the OP but, psi/em....
Its almost always psi/em or /regen scrappers
There is no originality left in coh pvp, they should have chucked v 2.0 out the door when castle left & tried to hit him in the *** with it instead of the door.
Having a zone or arena full of basically only 2 different toons is almost as bad as DR TS HD.
I imagine people have a range of impressive MMs for Zone & Arena. Earth/TA & Mind/TA seem like great disruption options for Controllers, or they could switch up to */Therm or */Emp for buffing/healing. Tauntbot Tankers seem like another good disruption option. I don't see Brutes making an impressive PVP debut anytime soon, but they're great at farming, so that's a tradeoff.
Anyway, it seems like there are a lot more options out there than Psi/EM Blasters and */Regen Scrappers. Psi/EM has the advantage of range (4 single-target attacks with 80 range + boost range) and that's a nice advantage to have in PVP, especially if you're in an Arena match with travel suppression turned off. */Regen Scrappers are very survivable in small matches, so it makes sense they'd be popular. Neither is the be-all end-all of PVP, though. -
Quote:Here is the build I'm working from for my bootcamp character, who is also a Psi/EM. It's not purpled out and isn't loaded down with PVP sets/procs, so it has room to grow, but it also won't break the bank. Use alignment merits for the LotG 7.5s and the Health/Stamina uniques and you'll be in good shape.Cool! I will look around. I never knew about the PvP button on Mids... I'll have to check and see how my current "big toons" would look.
Well, I deleted a character on Virtue and re-rolled a Psi/EnMelee blaster yesterday afternoon. He's just lvl 11, so he's not able to enter any of the zones yet. But I gotta say the platform just ripped through the PvE content (at the lower level). The recharge reductions and the KB really kept him alive when things started getting hairy.
Flurry is just in there for fun, right now (Flurry is essentially a 3 sec self-Immob, assuming you want your Blaster to get close enough to someone to use it). The next step in the build is swapping in HOs for the End & Run/Jump IOs in SS & SJ and the Dmg/Rech IOs in PFF. That would save three slots, which would allow me to slot some as-yet-undecided power for bonuses.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Streetlight Sensei: Level 50 Mutation Blaster
Primary Power Set: Psychic Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Psionic Dart -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg(3), Dev'n-Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Acc/Dmg/EndRdx(40)
Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(5), KinCrsh-Rchg/KB(5), KinCrsh-Rechg/EndRdx(7), KinCrsh-Dmg/EndRdx/KB(7), KinCrsh-Acc/Dmg/KB(9)
Level 2: Mental Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg(11), Dev'n-Dmg/EndRdx(11), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15)
Level 4: Telekinetic Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(17), Dev'n-Acc/Dmg/EndRdx/Rchg(17), ExStrk-Dam%(21), Thundr-Dmg/EndRdx/Rchg(21), Thundr-Acc/Dmg/Rchg(23)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
Level 8: Will Domination -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(29), Dev'n-Acc/Dmg/EndRdx/Rchg(31), Dev'n-Dmg/EndRdx(31), Thundr-Acc/Dmg/Rchg(31), Thundr-Dmg/EndRdx/Rchg(33)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(33), Zephyr-ResKB(37)
Level 12: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(13), AdjTgt-Rchg(13), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(43), AdjTgt-ToHit/EndRdx/Rchg(50)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel(23), EndRdx-I(34), EndRdx-I(36)
Level 16: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(34), EndRdx-I(42), EndRdx-I(50)
Level 18: Psychic Focus -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(19), AdjTgt-Rchg(19), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(46), AdjTgt-ToHit(46)
Level 20: Acrobatics -- EndRdx-I(A)
Level 22: Grant Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(27)
Level 24: Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(25)
Level 26: Phase Shift -- RechRdx-I(A)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), Krma-ResKB(29)
Level 30: Tactics -- Rec'dRet-Pcptn(A), GSFC-Build%(40), GSFC-ToHit/EndRdx(43), GSFC-ToHit/Rchg/EndRdx(43)
Level 32: Vengeance -- LkGmblr-Rchg+(A), Krma-ResKB(33)
Level 35: Boost Range -- RechRdx-I(A), EndRdx-I(36)
Level 38: Conserve Power -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Personal Force Field -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(42), GftotA-Def/Rchg(48), S'dpty-Def/Rchg(48), Ksmt-ToHit+(48)
Level 44: Temp Invulnerability -- ImpSkn-ResDam/EndRdx(A), ImpSkn-EndRdx/Rchg(45), ImpSkn-Status(45), HO:Ribo(45), HO:Ribo(46), Aegis-Psi/Status(50)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Flurry -- C'ngImp-Acc/Dmg(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
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Level 1: Brawl -- Acc-I(A)
Level 1: Defiance
Level 1: Sprint -- Clrty-Stlth(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/Rchg(34), P'Shift-EndMod(36)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1458;699;1398;HEX;| |78DA6553594F135114BED3456859BAB194A540D90AD40E34EAAB242A2618490855D| |E0C9672D34E52A7E3CC60ACFB6FD0079F5416831AE31F32FE0597475FCC787ABE5B| |18D226BDDF9DF37DE73BE79E99BBF1F846AF10AF5685D677BD5E769C9D6BB4BAD2E| |EDED877CBAED1309325D796D2AD1BD59A3B5592A6238D2E21C4B8D2ED6C95CDAADC| |D3379D66A56654903ED3264BFB96D5B05D7DCD9476B5B9B351360D6BBFCEBE8975B| |3266D69BA7A7B13DD6C34EA7AC99272AF97B7B765D932CC6A821FD6CD478663EC1A| |75C36DC6DAF49EB49D9A6125D72CA3A2DF6CD81549355A959B69EA7189FE5BA2FDF| |3C2E2134151044E00C70CB31F19E68F1872870C0FFC594F02AD50E829E019C385E7| |80170CDD2F194AA4D75496865ADDA81545AD286AF5A3483F4ADEA135A8B282D0C59| |11587C74093DC536200F2A10386697A09616405C2790EA501A3806D5ABB946D176C| |C7613B01DB09343301BF29E54E2911651B19D498F94B4F1931FB83CFD8A0871E65D| |BF38143BDEF01C70C8B870C4B470CC5038619B2EDE3D178C13E180D7D67C866B9EE| |0C60987431A58B4197856E118222E02EAD09D5450225926826892E72E8A2802E0AE| |8304DEE29B88B148CFA293408236D10E71DC57963C40C2B66184C1A4C9C98113062| |04C34E50684C89C7201E8738454C469D28F38E5F64EE0B26F41970C23040BA49E53| |0796EF02EADD38A99CEFBA7F590D639F5B2E6C0CC9F83AFF45D2D40105A48B0E962| |0FC372982027963DC1F08F2B7D23791EBD86F3235A2B74710C90015C252E1414058| |5C52B6CE6D093AEE6AAA372968EB3A266B4721F5F5FE8F44E09310A55A87D633C6F| |C94F7BF4132B1D916247E45247E47247E4B63F12E1696F864E6FAAD0D071247E7A0| |DBD9F51A2D581B402D3BFCF429AB6CDC79EBDC533FCE5172FB0F8CF5928A0BDC567| |FC0617E135EA475B3E2876CFB72FFBF6BBBEFD6A8AB2D4FE3FED43F21E| |-------------------------------------------------------------------|
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I have a KM/SD and a BS/Regen, but not a KM/Regen. Still, I'll give my tips on both sets.
KM is a great boss-slaying set, IMO. It's not so good at taking down tons of minions quickly or at providing much mitigation. It needs a lot of recharge to be great, but that works hand-in-hand with Regen's recharge needs. I skipped Focused Burst (slow, low DPA), Repulsing Torrent (big KB) and Confront (meh). Attacks flow fast and Burst is the only AOE, so it's a bit endurance-heavy. Regen will help there.
Speaking to the EPPs/PPPs, if you don't want to go redside, Blaze Mastery is a great pickup for another AOE. If you don't mind taking a trip redside, you can pick up Soul Mastery, which will allow you to pick up Shadow Meld, a great defense buff that also benefits from tons of recharge. Alternating between MoG and Shadow Meld will help make up for the lack of defense & resistance in Regen.
I like Speed, Leaping, Fighting and Leadership for the APPs. Speed for Hasten & Super Speed, Leaping for Combat Jumping (maybe Super Jumping if you like to have both), Fighting for Tough & Weave, and Leadership for... everything. Vengeance is an especially nice buff for teaming Regens. -
I love my FF/DP Defender. Outside of the easy softcap and great shields, it has some great mitigation from Repulsion Field and Force Bubble.
Repulsion Field can be slotted with the Force Feedback proc, giving it a 10% chance at +100% recharge for five seconds (can't be stacked, but can be refreshed) every time it hits an opponent. Get a few opponents backed into a corner and you can essentially perma that recharge bonus while keeping that group completely out of the fight with KB.
Force Bubble has a huge radius and is great for keeping things back off of a crowd of squishies (e.g. RWZ raid). It's also one of the best methods available to lock down minions at any of the spawn points in the BAF. Put the bubble in the middle of the path or just a bit closer to the door (I like to camp at one of the lightposts) and you completely prevent any minions from using the paths or getting out of that spawn point. -
Quote:Much like you, many PVE players are interested in PVP. Several servers run or are in the process of running PVP bootcamps to help new players learn PVP. They're teaching system differences and build goals/strategies while providing regular opportunities to PVP with and against new and experienced players. I'm in one of the bootcamps now and it's been a lot of fun so far. Champion and Protector are running them now, for certain, though I am unsure of others.It SEEMS that PvP has a core of die-hard fans who, counter-intuitively, HELP each other get badges, go through content in PvE together, spread the PvP IO wealth...
So, why the bad rap?
I hear of servers being "dead" but I am not sure which ones. I read of this toon being uber-733t or that one being the FOTM primary/secondary, but there seems to be an abundance of play-styles. I ask my PvE friends for advice and not one of them really had much to say, except something along the lines of:
"oh, no.... I never go in there. There are, you know... Pkillers in there!"
You'll likely hear from some i12-worshipping "PVP is dead!" types who want PVP to be like it was years ago (admittedly in some ways better, but in others worse) and miss the people that they used to PVP with years ago. If they do still PVP (and most do) they'll want to talk you out of Zone play and into the Arenas, where they can turn off travel suppression, heal decay, and other things that they don't like. Nothing wrong with enjoying what's available to you, but be aware that it's a different game than Zone.
Mids is a great tool. There is a little button in the top right corner of Mids that you can click to show you how your powers change in PVP. While the core effects remain the same, the exact effects can change quite considerably, so this is very helpful.
For build strategies, the general consensus appears to be ranged > melee (especially if travel suppression is off), slot movement powers for movement (usually SS+SJ), 42+ points of KB protection, procs are glorious, take phase or hibe (but don't take both), and cap your HP (accolades are a big help here). You can find some good builds here with enough looking around and some of those are reasonably priced. -
I'll throw out another vote for WP. You just toggle up and attack. You get resists, defense, regen, higher base HP and more - all without cutting into your DPS.
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I just created an energy damage farm based on FIRE! that should be good for Elec Armor & Energy Aura characters. Maybe others, too, depending on how well you handle electrical damage and END drain. Arc ID 495900.
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Electric would probably be my choice from those. Great resists and resistance to exotic effects, especially in light of Incarnate content.
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Quote:For missions, I prefer to avoid three things: moving, clicking & attacking objects. Fire Cyborgs has two of those. The opponents look nice and it is a decent farm, but there are better available. You won't ever get rid of movement, but you can minimize it on good maps and you can avoid destructibles/glowies. I would recommend "FIRE!" as a nice alternative.Yes I had read that forum posts, but I guess I lost your guys builds in the middle of the 11 pages of people arguing lol. Thank you for the Id's though I'll have to try those out if they are better than Fire Cyborgs.
And to answer your question, I enter the mish in with 15 red insps, but I haven't set up the Macro's up yet. I generally just pop 7 to 8 at first, then when those burn off, pop another 7 to 8. After that, I just focus on Rage and embrace to carry me through the rest. Guess I'd better read up on that forum post and the macros section in the other forum and get to work on those.
The inspcombine chains (I use binds instead of macros, but whatever) cut down my times significantly on their own. How significantly? Nearly half. I don't have to hunt for trios of insps to combine, unwanted insps get automatically deleted, and I'm popping reds constantly. More reds more often means more damage and faster times. -
I went for recharge, F/C defense and cost-effectiveness. To keep costs down, I used merits for the LotGs, Health slotting, and Performance Shifter proc. I also saved a bundle by purchasing sets at levels 45-50 instead of all at 50. Any pure mule sets (e.g. Taunt & Boxing) used the cheapest I could find of any level. Here is my current preferred build:
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Financial 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 -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Fire Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/EndRdx/Rchg(7), S'fstPrt-ResDam/Def+(29)
Level 2: Haymaker -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 4: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(21), Sciroc-Dmg/Rchg(21), Sciroc-Acc/Dmg/EndRdx(23), Sciroc-Dam%(23)
Level 6: Healing Flames -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(25), Mrcl-Heal/Rchg(25), Mrcl-Heal/EndRdx/Rchg(27), Mrcl-Heal(27), Dct'dW-EndRdx/Rchg(50)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19)
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(15), Stpfy-Acc/EndRdx(15), Stpfy-Acc/Stun/Rchg(17), Stpfy-KB%(17)
Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(29), Aegis-ResDam(31)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(31)
Level 20: Consume -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(37), EndMod-I(37)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam(37)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 26: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(33), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(34), Mocking-Rchg(36)
Level 28: Burn -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), RechRdx-I(40)
Level 30: Weave -- LkGmblr-Rchg+(A)
Level 32: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(42), FrcFbk-Rechg%(43)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(48)
Level 38: Rise of the Phoenix -- Heal-I(A)
Level 41: Electrifying Fences -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(43), Det'tn-Dmg/Rchg(43), Det'tn-Acc/Dmg/EndRdx(46), Det'tn-Dmg/EndRdx/Rng(48), RechRdx-I(48)
Level 44: Ball Lightning -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(45), Det'tn-Dmg/Rchg(45), Det'tn-Acc/Dmg/EndRdx(45), Det'tn-Dmg/EndRdx/Rng(46), RechRdx-I(46)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Radial Boost
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Level 1: Brawl -- Acc-I(A)
Level 1: Fury
Level 1: Sprint -- QckFt-RunSpd(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+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
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I run three trays, stacked in the right corner as per default. The first tray has attack chain goodies (1-6) and commonly-used click powers (7-0). Second tray has toggles and less-commonly used powers. Third tray has movement powers and temps. I'm in the process of changing all my toggles over to a single popmenu macro, which will free up a lot of real estate in that second tray.
The numberpad always has shift+4, shift+5 and shift+6 mapped to Pocket D VIP Pass, Ouroboros Portal and Rest, respectively. On non-buffing characters, 7-9 will be mapped to 7-9 on the second tray. On buffing characters, numpad 1-8 will be mapped to teamselect binds and divide, multiply, and subtract will be mapped to buffs. Numpad 1-3 are usually mapped to inspcombine chains. Add is reserved for targeting binds.
Tilde is always target_enemy_near, with follow for melee characters.
All that said, I'm thinking about buying a Razer Naga... -
Quote:I highly recommend looking into Hero Merits. Run tips when you get the time, but convert your Reward Merits into Hero Merits once a day, if possible. You can get all the LotGs and other goodies you want, fairly cheap. I wouldn't do it for anything that costs less than 25M/IO (45M/IO if it costs 2 hero merits), but for the REALLY expensive stuff, there is no better option.As for the 7 attacks, 5 of them carry Crushing Impact which gives me most of my +Rech (I can't afford 20 mill or more per LotG). Foot Stomp is a must-have power. I took Laser Eyes to have a ranged attack because, frankly, the teams I've been on lately have no or little use for a Tank. I dive in, start swinging/stomping, look around and the spawn is defeated. I may get a shot off with LB Eyes before we move on.
Rage may be getting the better of you if you don't have enough recharge to keep at least one stack running at all times. If it crashes without another stack in place, then you take a 20% defense debuff. Just something to think about. Put it on auto if you can so you don't have to worry about it.
For the build, regen is nice, but +HP is what you really want. The extra HP absorbs alpha strikes and sets the base number that your Regen uses to determine how many hp/sec you get back. That said, it isn't too hard to hit 800% regen and 3300hp. Get the accolades, work toward Spiritual Alpha, and you'll be in good shape. From there, build for defense (SL > E/N > F/C). Slot a Force Feedback proc in Footstomp for some ghetto recharge (+100% for five seconds, proc checks against each target, but won't stack on itself).
Finally, your current build uses too many 5% global recharge bonuses. One of my characters still needs a respec to cure this issue, so you're not alone. You can only have any particular bonus five times. You have 5% five times from your Crushing Impacts and a sixth time from Obliteration, so one of those is currently wasted. -
There is a difference to me between "not perfect" and "useless" when it comes to teaming. Quite a lot of ground in between, really. It isn't like Kheldians are terrible, they're just rarely the pinnacle. Outside of a soloing context, no self-focused AT is the pinnacle. That means Blasters, Brutes, Stalkers and Scrappers are in the same boat. Still, all of them bring enough to be valuable and are certainly adequate for anything PVE has to offer.
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Blasters always seemed more like Scrappers & Brutes to me: focused on the damage that they alone bring to the team. All three can bring a lot of damage, which is nice, but they rarely bring anything more than that. For normal teaming (e.g. everything but AV/GM), damage can be enough.
Corruptors and Defenders can bring additional survivability and/or damage for the entire team, which is a big advantage. Both really shine in difficult teaming (e.g. AV/GM). You won't notice their contributions quite so much when you're steamrolling mobs. You'll also notice them when enemies activate godmode powers.
I would say that Corruptors have an advantage overall. They can throw damage when it's most useful (normal teaming) and force multiply whenever something more is called for. That's just a great combination. -
Quote:My first thought is that you're not forced to do any content you don't enjoy. The same game is still there to have fun with. You can't quickly achieve the very highest levels of the game without running new raid material, but there are slower options that will eventually get the same results. If you don't want to raid, you don't have to, whether that's Hamidon, the Rikti Mothership or one of the new trials. I know I don't go to the Shadow Shard unless I need the badges for a particular character. Once I'm done there, I don't go back.However, some of my friends are quite annoyed with this issue because they feel that they are now "forced" to join a PUG team. Our normal team-size is about 4-6 every night and sometimes we get a full team.
....
What's your thoughts on this?
That said, whenever I first join a new MMO, I tend to stick around the people that I know. I learn the game with friends I trust and don't have to deal with much random PUG weirdness (if you think it's bad here, try any open FPS lobby sometime...). While this is going on, I read the forums, figure out what servers are best for what and figure out what player groups are competent and fit my preferences. I join one or more of those and start gaming with them. That opens up a lot more potential friends and friends-of-friends without leaving me stuck with a stereotypical PUG. Teams fill up, raids are available and competent, and the whole experience is better.
So my recommendation is to find a group your friends can agree on and join it. If the server community values the group, then you're probably in good shape. It doesn't have to be an SG. It could be a channel that other players on your server consider helpful and a source of quality teammates. You'll wind up gaming with other experienced players, which is a nice jump up from the random PUG. You'll see the same people regularly and get used to their playstyle. If it doesn't work or doesn't appear to be a good fit after a while, then find another. -
Quote:You could replace any of the HO's in the build with IOs and save some more influence at the expense of capability. The L50 HO in Super Speed, for instance, give a 33% bump to run speed & endurance, but it'll cost you. You could replace that with a L50 Quickfoot Run/End and save quite a bit, but you'd drop to 26.5% to run speed & endurance (losing about 4mph, not a big deal, and you'd be capped at 92.5% anyway with Sprint toggled on). In the grand scheme of things, the difference won't be that noticeable in something like Super Speed. I've been considering making that change, myself.Ok so I like streetlights set up so far mostly because I don't see alot of hamis and well I haven't looked at it on mids just yet but I will tomorrow but the reason why I like streets so far is because he has normal sets with set bonus and that's what I know..... Somewhat still kinda new to it so to add in HOs OMG so lost hahahaha But guess we shall have to see
Any HO modifying defense will lose ~4% bonus when swapped out for an equivalent IO. What's 4% mean? If you swap the HO in Maneuvers for a Luck of the Gambler Def/End IO, you lose 0.093% defense. In a peak performance, money-is-no-object build, that 0.093% can be meaningful, especially if there are several of them. Outside of that context, if you're okay being slightly less than perfect, then you're okay dropping down to the IO equivalent.
Looking at the numbers, I am definitely making that change for Arik's build. It also nets another 10% regeneration through set bonuses. Do the same thing with Weave and you pick up 15hp. That 15hp is meaningless once you get your accolades and perma-Dull Pain, but not meaningless before then.
The only HO I'm really attached to is the one in Vengeance. It helps to get the most out of that power and it has a large enough base benefit that a few percentage points do show up. -
Great stuff, Elegost & Werner!
I, like probably a few others, worked from one of the Iggy Katana builds to create my BS/Regen build. I don't have the build in place yet, but after trimming off some of Iggy's crazy expensive items, I think I can pull it off. The attack chain is Headsplitter > Hack > Parry > Disembowel > Hack, which isn't the highest damage chain but it works and it fits the defense-boosting Parry in nicely.
Good luck with whatever you choose and welcome back!
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Arik Magnusson: Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: Hack -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(3), Hectmb-Dmg(3), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(5), Achilles-ResDeb%(7)
Level 1: Fast Healing -- Heal-I(A), Numna-Heal(25), Numna-Heal/EndRdx(46)
Level 2: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Rchg(7), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal/EndRdx(11)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(15), Winter-ResSlow(43)
Level 8: Parry -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Acc/Dmg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19), LkGmblr-Rchg+(48)
Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(21), Dct'dW-Heal/EndRdx(21), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 14: Build Up -- RechRdx-I(A), Rec'dRet-ToHit/Rchg(27), Rec'dRet-Pcptn(46)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(27), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(43), Numna-EndRdx/Rchg(43), Numna-Regen/Rcvry+(45)
Level 18: Whirling Sword -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), UndDef-Rchg/EndRdx(33)
Level 20: Slice -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(39), UndDef-Rchg/EndRdx(46)
Level 22: Super Speed -- HO:Micro(A)
Level 24: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 26: Disembowel -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dmg/EndRdx(34), Mako-Acc/Dmg(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(36)
Level 30: Boxing -- Empty(A)
Level 32: Head Splitter -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40), Armgdn-Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 35: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/EndRdx/Rchg(37)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(42), RechRdx-I(42)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), HO:Cyto(45)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(45)
Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Vengeance -- HO:Membr(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25) -
Aren't several of the attacks autohit?
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I'm assuming Spiritual Core Paragon is the goal here? The recharge and healing bonuses would go well with a build like this. You can switch up the slotting in your heals to take advantage of Spiritual Core Paragon. For Doctored Wounds sets, choose everything except the Heal/Recharge and you'll still end up with maximized Healing & Recharge. Plus, the Endurance cost will be much lower.
Endurance could be a concern, so slot Health with the Miracle +Recovery IO. Slot Stamina with a Performance Shifter proc or Common EndMod IO. Change the slotting in Recovery Aura to Common EndMod + two Common Recharge and you cut downtime to ~35 seconds.
To keep your main attack coming up faster, you might want to replace the Ragnarok proc with a Common Recharge IO. That would drop it to 15.58s recharge, which is great.
I'd be tempted to replace Explosive Arrow with Fistful of Arrows. It'll recharge twice as quickly and does the same damage. It's a cone, sure, but the more AOEs, the better. Alternately, replace Ranged Shot with Fistful of Arrows and slot with 5pcs of Decimation. You wouldn't lose much recharge over the Sting of the Manticore set and you'd gain a nice AOE combo.
Slot Clear Mind with a Common Endurance IO, instead of the Recharge. The Recharge only buys you another 0.14s, while the Endurance saves you 1.54e (42.4%).
Charged Armor is much better than Tough. Consider switching the slotting for the two. Speaking of Tough, the Fighting pool really does seem like an afterthought. Dropping it for the Leadership pool would be very nice. I would want Manuevers, Assault and Vengeance, though you could swap in Tactics for any if you really wanted it.
Drop Shocking Bolt for Aim. 50% more damage is nothing to turn away. With two Common Recahrge IOs, it'll pop every 22 seconds, leaving about 13.4s of downtime. That's a 50% damage bump that'll be active just over 42% of the time. It'll avoid redraw, too. -
Quote:I suspect it'll be difficult to get the sort of offense you're hoping for from an FF/Energy. You can maximize your abilities, sure, but they only take you so far without significant offensive buffs or defensive debuffs on the table (the better solo Defenders tend to have one or both). Even Musculature Alpha slotting won't mean much due to Defenders' low base damage values.I want to be able to solo. But really, the only difference in a solo build and a team build would be taking the two ally bubbles Deflection Shield and Insulation Shield, which are pretty much toss in's anyways.
I'm really leaning towards Police Woman's build. It does what I was aiming for, and also not sure if she thought I'd notice, but she named the toon "Tour de Force" which is hilarious. Kudos.
Tourettes.
FF is a pure survival set with great defense, status protection and mitigation offerings. KB & Repel are both great at keeping mobs from attacking you or hitting you with heavy melee attacks. Energy kicks in even more KB mitigation, making it a great pair for survivability. So if you wanted a survivability focus, I think you could so quite well. The fights would be slow, but safe. It's easy to layer up survivability, but not so easy to get significant gains in damage.
That said, I wish you luck and hope that your chosen build fits the bill. -
The only people I ever see whining about PVP are pre-i13 PVPers who took the changes personally. They whine a lot, though. They keep people from joining PVP and keep people from coming back to it. Someone says they want to check out PVP, all they get is "PVP sucks! The devs ruined it with i13 and nobody ever PVPs! Don't even bother...". The community carries a lot of blame for the low populations.
I13 hit in December of 2008. I'm sorry, but beta test info from then is long outdated. Since then, a lot has happened that could get PVP rebalanced, especially along build design and powerset development/proliferation. However, no useful volume of PVP data has come in with those changes. With the whining crowd undermining every effort, there won't be new data.
Some of the developers are gone, too. If you want the current team to devote their efforts to PVP, then help provide good useful current data. Get people interested. PVP more. Organize a little. Get numbers in place that show what does and doesn't work. The PVP community needs a lot more than "I want my i12 back!!" if they want change. I12 isn't coming back. It's dead. Almost 8 issues dead.
Like I said, the whining hasn't gotten anywhere and isn't likely to ever get anywhere. Maybe it's time to try something different? What's the goal and what's the best way to achieve it? If the goal is an end to PVP, then whining will keep you on track. If the goal is a better, more populated PVP component, then whining is not the way to go. I say numbers and community support are the way to go. If you have any other ideas, I'd love to hear 'em. -
I'd say Spiritual. You get extra recharge for your attacks, more hit points and better regen. Keep a couple purples around if you're worried about a few points of defense here or there. Hit points and regeneration are the backbone of WP's survivability.
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I lean toward defense, but how much and what type depends on the content you want to run. As a Brute, you'll get a lot of aggro and survivability is more of an issue outside of the farming context. After defense, I'd look to recharge and +HP.
For pre-i19 content, you can get away with 45% S/L defense or 32.5% with enough purple insps around for times you get in trouble. It'll give you the broadest applicability with great survivability and it'll be easiest to get.
If you want to do i19 content and the new incarnate content coming out, then adding E/N defense will be helpful (lots of energy damage from Praetorians). Some of the Praetorians will have 64% to-hit, which pushes the softcap figure up to 59% or 46.5% with an insp, but that won't be every opponent.
The more willing and able you are to stack your tray with purple insps, the more you can shift from a pure defense build to a recharge build. If you're happy carrying around a whole tray full of large purple insps, then you can focus VERY heavily on recharge. If you don't want to deal with insps as much, then you'll likely sacrifice some degree of recharge for defense.