streetlight

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  1. Quote:
    Originally Posted by _BAS_ View Post
    Well couldn't it be argued that Rad's -DEF and Targeting Drones +ToHit just gives me more slots to *not* spend on ACC? I guess for my teammates, my -DEF wouldn't matter, but for myself, I could work more on increasing damage and recharge, for example, right? Are there any enhancements Rad/Devices would really benefit from that I could perhaps soft-cap or at least really augment by not having to slot for ACC (that couldn't normally be soft-capped/augmented)?
    If you intend on slotting any sort of IO sets, then you'll get plenty of accuracy anyway and wouldn't need -Def or +ToHit. You'll also hit ED on damage whether you slot an IO set, common IOs or SOs, so there's a limit to how much you can get out of that.

    I'm actually kind of a fan of Devices (I've come around from despising it). I think it has value as a set that is too often ignored. I just don't see much value in Radiation Blast, regardless of the AT using it.

    As far as set bonuses go, there isn't anything out there that would make a difference without totally sacrificing damage (Shield Breaker). You'd be better off six-slotting Thunderstrike or five-slotting Decimation and those will give you all the damage you can get.
  2. If you're the type of person who can go to sleep at night knowing that you left 0.04dps on the table, then you could probably go Elec. If all that matters is taking down that pylon a fraction of a second sooner than your peers, then Elec is probably not the best choice for you.

    Electrical Blast isn't terrible, it just isn't the best. Many players tend to see something as useless if it's even a hair behind the best and Elec is something like a hair and a half, so you'd expect it to heal enemies at that point. Elec still causes good damage, but it is behind a set like Fire that has nothing but damage. Why? The designers overvalued the impact of endurance drain, but not so much that it'll matter.

    Paired with Kinetics, you can make a pretty good sapper (Short Circuit + Transference). Toss in Mu Mastery for Power Sink and you've got a spawn-to-spawn sapper. Mu Mastery will also give you a third single-target attack that also happens to be a mag3 hold (stackable with Tesla Cage). Sap the spawn, hold the boss, Fulcrum Shift, then blast away to your heart's content.
  3. Devices isn't terrible. You get a pet and loads of utility powers. Trip Mine and Time Bomb are situational powers, not "use them constantly" powers. On teams, you may not use them at all, but that doesn't mean you'll be useless. Use your primary, enjoy the utility of your secondary, and have fun with it. Sneak ahead of the group from time to time if you want to use them a bit more. Solo, you'll love them.

    What I'd be more worried about is Radiation. -Def sounds good, but once you slot any sort of IO sets, accuracy isn't a problem for 95%+ of the content. Add a Kismet +6% and a couple accuracy set bonuses and you're set. Only Vengeance-stacked Nemesis, Paragon Protectors in MoG or Captain Mako offer any opportunity to take advantage of Rad's -Def. On the upside, it is almost entirely energy damage, so it isn't resisted highly, but that's it.

    There is synergy in combining Radiation and Devices, but it isn't a useful synergy at this point. The to-hit bonus available from Targeting Drone (slotted it's 20%+) combined with Radiation's -Def, means that you have a great chance to hit. Unfortunately, it's easy to get enough accuracy and to-hit buffs to hit +4s 95% of the time, just from slotting cheap IO sets. Chances are that everyone on your team will be at 95% for most content. So Radiation's -Def isn't that helpful.
  4. Electric Armor is one of those sets that seems slot-starved to me. Here are some quick changes that I would recommend:

    You can get away with 4-slotting Power Sink & Energize. For Power Sink, use Efficacy Adapter (EndMod & EndMod/Rchg), Performance Shifter (EndMod/Rchg), and a single Common Recharge IO. For Energize, try a combination of Numina's (Heal/Rchg & Heal/End/Rchg) and Doctored Wounds (Heal/Rchg & Heal/End/Rchg). That will save you three slots.

    I'd put each of those slots into QS, BB & SB and slot the Mako's Acc/End/Rchg in each. Replace all of the Mako's Acc/Dmg with Acc/Dmg/End/Rchg, too. Your damage will be ED-capped and you'll have better accuracy, endurance & recharge in all of the attacks.

    Finally, I'd move CJ & Hasten up in the build (CJ to 8, Hasten to 30, for example). If you aren't using RT, then you may as well move it down. I'd replace it with Super Speed, but if you like it enough to keep it around, then that's what you should do.
  5. I'm a little bit hesistant to recommend any defensive secondary for Scrappers (e.g. SR or SD) at this time. Unless you plan on sticking to current content and avoiding the new stuff, it'll be difficult to reach softcap and your survivability will hurt because of it. Defensive Tanks will be in trouble with the new content and Scrappers aren't anywhere near as tough. Additional defense will always be a good/great thing, but it needs to be a layer for new content, not the whole package.

    That said, if you go Scrapper I would recommend Willpower for the secondary. You get extra HP, great endurance, regeneration, resistance, and defense. It's an easy set to work with and it doesn't have any clicks outside of Strength of Will, which you won't run most of the time anyway. For primary, I like Claws, Fire and Katana. Any of them will be great for DPS. Katana will add a little extra survivability. Claws is better for AOEs. Fire is just plain great DPS and has no redraw.

    If you're teaming a lot or willing to throw a ton of influence at a build, I might also recommend looking at a Blaster. I'd probably avoid the Assault Rifle (weak & slow), Electric (weak) and Radiation (trades damage for often-useless defense debuff) primaries. Some would say to avoid Dual Pistols (it lacks Aim). For secondaries, use Fire or Electric if you want to be in the thick of things (you'll die a lot, but put up some big damage in the process), use Energy or Devices if you want to stay at range, use Ice or Devices if you want more mitigation, or use Mental if you want a great debuff. Some people will caution you against Devices, because it lacks Build Up and the bombs aren't really usable on most teams (you won't have time, spawn-to-spawn, to set them up).
  6. Quote:
    Originally Posted by MajorTractor View Post
    Back on topic hows the endurance on Fire/SR. I have a Fire/SD scrapper and had to go cardiac alpha. I know fire and sr are fairly end heavy. I don't have a SR yet and I kinda want one.
    Not too bad if you build with a mind toward it. Start with the Numina & Miracle uniques (slot both in Health). Then pick up Energy Mastery, slot Stamina, Physical Perfection, and Superior Conditioning with the Performance Shifter proc & EndMod. Add another piece of PerfShft or a common IO EndMod to any of them for even better results.

    The build I posted above will be fine for endurance and it uses the Spiritual Alpha.
  7. Quote:
    Originally Posted by TheBruteSquad View Post
    Well, most enemies have a 50% chance to hit, and no amount of defense or to hit debuffing can reduce an enemies miss chance to below 5%. So for most enemies 45% in defense is good enough. Some enemies run Rage or use build up or have a higher than average to hit bonus... that's where the 'overkill' defense comes in, keeping them floored regardless. They're really, really rare though so for *most* of the game building to be so far over 45% is a waste of money and slots.

    Your build, however, looks perfectly playable... and if being one of the most agile guys in the game is what you want I don't think you'll be disappointed.
    This is why people build to 45% defense. The chance to hit has a dual floor, first at a 5% in the "to-hit minus defense" level, then again at 5% at the "accuracy multipled by hit chance" level. In other words, no matter what you're facing and no matter what your build, your opponent will have at least a 1-in-20 chance of hitting you. If they have over 100% accuracy, then they'll always have better than a 1-in-20 chance to hit you.

    That said, some enemies in new content will have higher to-hit numbers and 45% won't softcap you in those circumstances. For that, you can: 1) build to 59% across the board and just have tons of overkill to regular content, 2) build to 45% and add Elude to your build for those opponents, or 3) build to 46.5% and carry around a bunch of small purples. I'd lean toward a combo of #2 & #3, because #1 carries consequences elsewhere in the build.
  8. streetlight

    SS/INV Help!

    Quote:
    Originally Posted by Shady Sam View Post
    I now also see you have softcapped E/N with hover on aswell very impressive
    Fair warning: Footstomp requires that you be on the ground. If you're hovering, you're not going to be able to use it.
  9. Quote:
    Originally Posted by War-Nugget View Post
    I'm a fan off only having 3 extra slots in Damage Auras, figure frankenslotting them for max benefit is better than just aiming for set bonuses.

    I usually slot:
    2 Dam/End
    2 Dam/End/Acc
    This is exactly what I go with. Even at low-to-mid levels, it isn't that difficult to find these cheap.
  10. streetlight

    FF/DP viable?

    Quote:
    Originally Posted by Renardine View Post
    Well...

    I got mine to 14 so far, and I am looking at the Leadership toggles. In game and on Red Tomax, it says they all burn the same endurance .195. Is that true? I could swear years ago my Defenders had to slot tactics with 2 End and the others with one...

    How would you slot them? ( generic IO or SO slottings, thanks)

    Anyone else running a FF/DP want to share tips tricks or Horror stories?
    For attacks, I like buying cheap set IOs during the levelling process to ensure some combination of Acc, Dmg, End & Rchg. Many are cheaper than common IOs. Just buy them up and frankenslot away, you'd be amazed at the difference.

    Then I put three defense & two endurance (SOs) in anything that gives defense. Two endurance in each toggle outside of that. Stamina gets three EndMod as soon as possible. Anytime after level 27, you can switch to common IOs so you don't have to replace them every five levels, but it'll usually cost you more than you would've paid if you'd stuck with SOs.

    Run tips and TFs along the way for reward & alignment merits. Use reward merits, alignment merits or millions to get a low-level (e.g. level 10-18) Karma -KB (slot in CJ or Hover) and a low-level (e.g. level 10-18) Steadfast Res/Def (slot in Tough) as soon as you can slot them. At level 17, spend hero merits to get a level 20 Miracle +Recovery. At level 27, spend hero merits to get a level 30 Numina's +Rec/+Reg. Slot both in Health.

    Doing all of those will keep you from suffering 95%+ of the knockdown effects in the game, give you an extra 3% defense, and keep your blue bar happy.
  11. Quote:
    Originally Posted by Electric-Knight View Post
    It is funny how we (I know I do all the time) look at our builds and powers all on their own. With the inherent teaming nature of this new content, applying the other teammates' powers really does cancel these worries, doesn't it...
    If you're on a team with buffs and debuffs, things will be just wonderful. The more, the merrier!

    However, we've all gotten used to running content without a care in the world who we're teamed with, because it hasn't mattered much. Players locked into that self-sufficient mindset will still be great in pre-i19 material, but they'll find themselves a little further behind the curve with each new release. They'll still be able to farm away happily or run ITFs til they go blind, but the new content is going to require a degree of teamwork some players just won't be comfortable with.

    To the OP, yes, defense-focused characters are primed to take a beating without additional support, either from their own powersets or from teammates. It became too easy to softcap and the new content is the reaction to that state of affairs.
  12. Quote:
    Originally Posted by Carnifax_NA View Post
    I'm pretty sure this is incorrect. Back Alley Brawler initially said what you've just said above. However he then came back and took back what he said and said redraw times are not factored into animation times for Weapon sets. They are factored into things like Stone Melee hammer attacks and Spines/Thorn attacks however.
    Thanks to everyone who pointed out the current state of the redraw mechanic. I did have it wrong above.

    I went back through a bunch of threads to figure out the history of the issue and it does appear that redraw will eat into DPS at this time. Solutions were apparently worked on, but were abandoned as either inconsistent or requiring more hours than it'd be worth. The amount of time lost to redraw will vary based on the particular set, but prior to GR the longest redraw was 0.66 seconds. I'm not sure if Arcanatime applies to redraw on its own or if the redraw is just tacked onto the activation of the power.

    The amount of DPS lost to redraw depends on how far out you project the fight. If you look at a single 0.83s attack and tack on 0.66s in redraw, then you've lost a lot of DPS. If you drag that out over several attack chains in a 2 minute timespan, then you've lost only a nominal amount. The more clicky a Brute's secondary and the more they use Pool powers, the more time will be lost.

    In the end, the amount lost will be very little, even if fighting just a single standard spawn, but it'll still be time and damage lost.
  13. streetlight

    SS/INV Help!

    ...and I just remembered that the Rectified Reticle IO is a global bonus, not a chance for bonus, so it doesn't matter where it gets slotted. Swap the Rectified Reticle Unique in for the Recitified Reticle To Hit Buff IO in Rage and you're set.

    Then you can drop FA for, well, anything. Pick up Recall Friend or Super Speed. Keep FA and slot it with an EndRedux. Pick up Stealth and use it to mule a LotG 7.5. Whatever sounds good.
  14. streetlight

    SS/INV Help!

    Quote:
    Originally Posted by Shady Sam View Post
    I also DISLIKE Maneuvers and also toyed with a build where i soft capped S/L defense without it , but with the idea of going down cardiac route it makes it viable to sustain in combat and the all round def it offers not just to S/L is nice
    Here is a revision of the Cardiac build without Manuevers or Tactics. Had to shuffle some things around, but I like the end result, I think. It's softcapped to S/L and within a small purp of softcapped for E/N/F/C. Taunt is back in, too. Focused Accuracy is just there to mule the Rectified Reticle IO. I wouldn't recommend running FA unless you're fighting a softcapped opponent (e.g. Captain Mako w/ Elude, Paragon Protector with Moment of Glory, multi-stacked Vengeance on Nemesis, etc.).

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Hard Knocks: Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5)
    Level 1: Resist Physical Damage -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam(45)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/EndRdx/Rchg(17)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/EndRdx(34), S'fstPrt-ResDam/Def+(40)
    Level 6: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(39)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(48)
    Level 12: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(37)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(43), Zephyr-Travel/EndRdx(50)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 18: Rage -- RechRdx-I(A), RechRdx-I(19), Rec'dRet-ToHit(25), Rec'dRet-ToHit/Rchg(50)
    Level 20: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam(43)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Rchg+(31)
    Level 28: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(31)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
    Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), M'Strk-Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(34)
    Level 35: Tough Hide -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Rchg+(43), LkGmblr-Def/EndRdx(48)
    Level 38: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(46), Mocking-Rchg(46)
    Level 41: Superior Conditioning -- P'Shift-EndMod(A), P'Shift-End%(45)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(50)
    Level 47: Focused Accuracy -- Rec'dRet-Pcptn(A)
    Level 49: Unstoppable -- TtmC'tng-ResDam/Rchg(A)
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Dmg-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 -- Mrcl-Rcvry+(A), Numna-Heal(5), Numna-Regen/Rcvry+(21)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21)
  15. streetlight

    SS/INV Help!

    Quote:
    Originally Posted by Hyperstrike View Post
    Okay I understand you're trying to get to the soft cap.

    But you also have to consider that you're on a brute. If you're almost completely unhittable, you're going to have a harder time building fury too. Meaning you're expending the same amount of endurance for less damage.

    Not saying you SHOULDN'T cap. Just keep this fact in mind.
    For reference, Fury builds when you get attacked, not when you get hit. So defense is fine, but some forms of mitigation can slow Fury down (e.g. Terror, Stun, Knockdown/Knockup/Knockback, etc.)
  16. streetlight

    SS/INV Help!

    Quote:
    Originally Posted by Shady Sam View Post
    Firstly thank you very much for your reply and ideas Streetlight its very much appreciated

    I like what you've done with the build and after investigating a bit as to why you favored Energy/Negative defense over Fire/Cold i found out why So i took on board alot of what u changed and managed to get to 40% E/N as well as softcaped S/L

    Re-jiggled a few slots from Hasten, Invincibility and Taunt ((Love the idea of putting the Perception bonus in Invincibility so it will pulse activate correct? ))

    The only thing im not sold on is the choice of Alpha

    Despite the heavy end reduction slotting i still feel Cardiac is for me though, the end usage still seems very high and in a long fight against a EB/AV for example if the team needs to regroup i need to be able to fight for as long as possible ... also at tier 3 it grants a bonus to Resistance which sounds very yummy
    I think you may've been going off of one of the prior builds I posted. I think I posted three all told before settling on the last... LOL! The last build I posted makes a few changes that I really liked overall and ended up at 40% E/N defense. I would like to see 45% E/N on the build. Radiation attacks carry a defense debuff and are pure energy, so that's why I focused there instead of F/C. Also, very few attacks are pure F/C, so that mitigates the impact of focusing on the others more.

    Definitely switch Taunt & Hasten unless you're sure you'll need Taunt at level 30. Hasten will have a much more visible impact and it'll help double-stack Rage.

    Most builds would go Cardiac, just to get the resists up that much more. It's a great way to go and I couldn't fault you there. However, when I saw the endurance focus, I realized that it could probably get away with Spiritual and benefit from the 30%-45% bump in recharge for everything.

    If you do go Cardiac, then you could probably change your build a bit by not focusing so heavily on endurance. You'd want to build some recharge back in and probably slot Boxing as an attack option. This is what my build might look like under those circumstances:

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Hard Knocks: Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5)
    Level 1: Resist Physical Damage -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam(45)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/EndRdx/Rchg(17)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/EndRdx(34), S'fstPrt-ResDam/Def+(40)
    Level 6: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(39)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
    Level 12: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam(37)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 18: Rage -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(25)
    Level 20: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam(43)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Rchg+(31)
    Level 28: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(31), Rec'dRet-Pcptn(43)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
    Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), M'Strk-Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(34)
    Level 35: Tough Hide -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Rchg+(43), LkGmblr-Def/EndRdx(48)
    Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(50), LkGmblr-Def/EndRdx/Rchg(50)
    Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 44: Superior Conditioning -- P'Shift-EndMod(A), P'Shift-End%(45)
    Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(50)
    Level 49: Unstoppable -- TtmC'tng-ResDam/Rchg(A)
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Dmg-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 -- Mrcl-Rcvry+(A), Numna-Heal(5), Numna-Regen/Rcvry+(21)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21)
  17. Quote:
    Originally Posted by 4c3Player View Post
    ok so after trying the BA/SR i decided the redraw and such wasnt for me so i whipped this up on midi's and i think ill stick with it,im fond of fire melee,tell me what you think
    EDIT: removed incorrect reference to redraw times

    I've posted my mid-priced, perma-Hasten, softcapped Fire/SR Brute build below. Single-target attack chain is Incinerate > GFS > Cremate.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Streetlight Shogun: Level 50 Magic Brute
    Primary Power Set: Fiery Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
    Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(43), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Rchg+(46)
    Level 2: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Rchg+(40)
    Level 4: Agile -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(5)
    Level 6: Cremate -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37)
    Level 8: Incinerate -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(13)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Combat Jumping -- Jump-I(A), LkGmblr-Rchg+(48)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(48)
    Level 16: Dodge -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(17)
    Level 18: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(36), GSFC-Build%(37)
    Level 20: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(21), Ksmt-ToHit+(21), DefBuff-I(23)
    Level 22: Super Speed -- Run-I(A)
    Level 24: Breath of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(36), RechRdx-I(36)
    Level 26: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
    Level 28: Lucky -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(29)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Greater Fire Sword -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(34)
    Level 35: Quickness -- Run-I(A)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam(39), Aegis-Psi/Status(39)
    Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(42), GftotA-Def/EndRdx(42), GftotA-Run+(42)
    Level 44: Superior Conditioning -- P'Shift-End%(A), P'Shift-EndMod(45)
    Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48)
    Level 49: Laser Beam Eyes -- Achilles-DefDeb(A), Achilles-DefDeb/Rchg(50), Achilles-ResDeb%(50), Acc-I(50)
    Level 50: Spiritual Radial Boost
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    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+(45)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(11), P'Shift-EndMod(45)
  18. streetlight

    SS/INV Help!

    Found a few more points of resistance in there by tweaking Tough & Temp Invuln...

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Hard Knocks: Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(19), ResDam-I(48)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/Rchg(40)
    Level 6: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(15), Dct'dW-Heal/EndRdx(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), BasGaze-Acc/Rchg(13), BasGaze-EndRdx/Rchg/Hold(39)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
    Level 12: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam(37)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 18: Rage -- RechRdx-I(A), RechRdx-I(25)
    Level 20: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(43), RctvArm-ResDam/Rchg(46)
    Level 22: Kick -- Acc-I(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Rchg+(31)
    Level 28: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(31), Rec'dRet-Pcptn(43)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), M'Strk-Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(34)
    Level 35: Tough Hide -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Rchg+(43), LkGmblr-Def/EndRdx(48)
    Level 38: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt/Rchg(39), Mocking-Acc/Rchg(42), Mocking-Taunt/Rchg/Rng(46), Mocking-Rchg(46), Mocking-Taunt(48)
    Level 41: Superior Conditioning -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(42), P'Shift-End%(42)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(45), P'Shift-EndMod/Acc(45)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50), LkGmblr-Def/EndRdx/Rchg(50)
    Level 49: Unstoppable -- ResDam-I(A)
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21), RgnTis-Regen+(23), Mrcl-Heal(23)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(19), P'Shift-End%(21)
  19. streetlight

    SS/INV Help!

    Quote:
    Originally Posted by Shady Sam View Post
    No one can offer any advice on what this build could do with/without?


    Is no news good news? or is there a elephant in the room?! <.< .... >.>
    It's heavily focused on endurance and defense slotting, which is pretty nice. With that much attention to endurance, you can go Spiritual Alpha and make up a bunch of recharge on the cheap, too (at least 30% with Spiritual Core Paragon). Working from your plan & budget, here are the changes I might make to the build (assuming Spiritual Core Paragon):

    EDIT: see build in next post...
  20. According to the numbers guys and the programmers, redraw has no impact on DPS. The only thing it hurts is the visual (e.g. if you hate the animation). So if redraw is your only problem, it isn't a problem.

    However, mitigation by KU or KD can hinder Fury generation (mobs on the ground aren't attacking you). Every BA attack has a KU or KD component, so this could hurt DPS. Prior to the Fury changes, this would've been particularly bad. After the changes, I'm not quite sure. I'd imagine the 65% level is pretty easy to achieve now, but anything beyond that might be a bit difficult.
  21. If I'm solo or playing on a team in a free-for-all environment (e.g. no aggro management), then I have a love for knockback. Outside of those, not so much.
  22. Planning to get into PVP (multi-purpose) and I'm considering an Elec/Psi or Elec/Elec Dom. You can build up resists and defenses to a lot of things, but endurance/recovery drain is something a bit more difficult to deal with. No endurance, no recovery, no toggles, no attacks... right?

    So why do I get the sneaking suspicion that I'm missing something?

    I see quite a few builds for other ATs and combos when I look around here (PVP apparently isn't quite as FOTM as advertised...), but nothing working from a sapper angle. Is there a PVP-only mechanic that makes sappers useless?
  23. I'm not saying this is the best foundation for a build, but...
    Dispersion Bubble + Maneuvers + Hover + Weave (each with 4pcs LotG: Def, Def/End, Def/End/Rchg, Def/7.5)...

    Both defense unique IOs slotted in Tough, plus 3pcs of Aegis (Res, Res/End, Psi/Status)...

    Two 6pc sets of Red Fortune slotted in Deflection Shield & Insulation Shield...

    6pcs of Extreme Measures in Sniper Blast...

    6pcs of Gaussian's in Tactics...

    2pcs of Rectified Reticle in Aim...
    45% Melee, 46.6% Ranged & 45.6% AOE
  24. If I have to pick one to team with, it'd probably be Cold Domination for its buffs, debuffs, and heal+hp. Any support is great though, from Cold Dom to Trick Arrow and everything in between.

    Just dinged 50 over the holidays with my bubbler and he's probably my favorite support character now. His impact is sort of sneaky, though. As long as the bubbles stay refreshed, it's very rare to see anyone die - except maybe the bubbler himself. Keep as many of the squishies in the dispersion bubble as possible and they don't get mezzed, so they can keep supporting/blasting away. The team just runs smoother, faster and more consistently. Great for teams of all levels, too.

    I like my Rad/Rad Defender, but the primary is a bit slow and on most high-level teams goes unnoticed until you get to an EB, AV or a defense-heavy opponent (Paragon Protectors, Nemesis with stacked Vengeance, etc.). The secondary also seems like a weak choice in hindsight, mainly because characters tend to carry enough accuracy to overcome the majority of opponents' defenses and, well, I've got the primary's toggles if the opponents' defenses need dropped.
  25. VP and I just got started on our SS/FA/Mu Brutes last weekend. Having a great time with them so far and that's just on SOs. The build I'm working toward isn't crazy expensive, but does have a couple expensive bits. Still, between merits and drops, we shouldn't have much trouble. I'm posting the build below to see if I can make it either more efficient (getting the same performance for less) or more effective (getting more performance for the same cost).

    Note that it doesn't use Vengeance or have much in the way of defense, so I'm interested in maybe fleshing that out a little (or not, if I can get away with it). I also slotted two 4pc sets of Perfect Zinger to get a little extra recharge, instead of one set of Mocking Beratement (I originally had 6pcs of MB in Taunt, then I saw the Consume slotting option and ran with it). This gave me an extra 2.5% recharge and a couple chances to proc psi damage for one more total slot over a 6pc set of Mocking Beratement. The Concealment pool was chosen to mule LotGs.

    Click here to download the build