streetlight

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  1. I'm finally going to respec my Dark/Dark Scrapper when i19 hits. Until then, I'm hitting the markets and running tips& TFs to build up the resources to get the best possible build. I've hit a wall in the design process, though, so I thought I'd come here to get some help. My goals (in order of preference) are softcapped S/L, then recharge, then endurance management. I'm open to any changes in power selection and slotting to hit those goals.

    This isn't a levelling build, so the powers won't necessarily be chosen in this order. Also, it was made in the current version of Mids, so Health & Stamina do not show up. Two slots have been reserved in Rest (one for each power) to cover slotting of those powers. I intend to use the Numina's and Miracle procs in Health and the Perf Shifter EndMod and +End proc in Stamina. The effects of those powers & procs do not show up in the Totals.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Dark Armor
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Teleportation
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Shadow Punch -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(13), Hectmb-Dmg/EndRdx(15), Hectmb-Dam%(15), Mako-Dam%(27)
    Level 1: Dark Embrace -- S'fstPrt-ResKB(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46)
    Level 2: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(5), Mako-Dam%(7)
    Level 4: Murky Cloud -- S'fstPrt-ResKB(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(46)
    Level 6: Death Shroud -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx(36)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(11), Heal-I(13)
    Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(40)
    Level 12: Boxing -- HO:Nucle(A)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(37)
    Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-+End%(17), Nictus-Acc/EndRdx/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(23), Numna-Heal/EndRdx/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25)
    Level 18: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(19), P'Shift-Acc/Rchg(19), P'Shift-EndMod(21)
    Level 20: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(31)
    Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(29)
    Level 24: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(37)
    Level 26: Soul Drain -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Acc/Rchg(48), Armgdn-Dmg/EndRdx(48), Armgdn-Dam%(50)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 30: Super Speed -- Clrty-Stlth(A)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Oppressive Gloom -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(37), Amaze-Acc/Rchg(39), Amaze-Stun(39), Amaze-ToHitDeb%(39)
    Level 38: Recall Friend -- EndRdx-I(A)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Physical Perfection -- P'Shift-End%(A)
    Level 49: Confront -- Acc-I(A)
    ------------
    Level 1: Brawl -- HO:Nucle(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- RechRdx-I(A), Empty(50), Empty(50)
    Level 1: Critical Hit
    Level 4: Ninja Run
  2. Agreed all around. KM shines with single-target-focused Scrappers. I like KM/Shield (more damage, extra AOE), KM/Elec (more recharge, extra AOE), and KM/SR (more recharge, easy softcap). KM/WP should be very good, too (more recovery, no weaknesses). Not as fond of clicky secondaries with KM, though, because they can interrupt KM's buff-stacking.
  3. streetlight

    Cold vs FF

    Was thinking a little more on this yesterday. FF is incredibly valuable in things like the Mothership Raid. You can cover a ton of people with Dispersion Bubble, giving them mez protection and defense, in addition to your single-target bubbles. You can also use Force Bubble or Repulsion Field to keep everyone in the bowl safe from melee attacks.

    Not the most common circumstance, but there really is no good substitute.
  4. streetlight

    Cold vs FF

    If the team lacks debuffs, then I'd value Cold more. If the team lacks mez protection, I'd value FF more. If the team is loaded with softcapped characters, then I'd prefer a Dark to either. Give me all three and I wouldn't complain one bit... heheheh.
  5. Quote:
    Originally Posted by Psyrene View Post
    I don't know why no one has said Rad/Psi yet, very good solo defender, very well rounded. All that is needed is RA,RI,AM, EF,LR, Mental Blast, TK blast, Subdue, Will Dom and Scramble Thoughts. With fitness going inherent in I19 then you can add other powers but really wouldn't need them. You can floor a targets defense, resistance, to-hit, and regen rate and improve your spd, recharge and damage all by level 12.

    I would definately recommend a Rad/(x) defender.
    I love my Rad/Rad (currently at 37), but soloing has been a bit of a chore lately. The toggles send mobs running in every direction, so it's tough to keep them in the debuff radius. The more that get outside the debuff radius, the uglier the fight gets. It's amazing vs. small groups and Boss/EB/AV types, but a big pack of minions can be trouble.

    I almost exclusively team with the character now because of the scatter.
  6. Ran with The IcePHIRE combo yesterday on an ITF. Was set at +4 and we were just coasting through. We dropped the diff for the last couple missions, but probably could've kept it there. Plus, three of the eight characters were under 50. Between the two Cold/Ice/Dark and a TA/Arch, the mobs couldn't really do much of anything. Good stuff!
  7. Quote:
    Originally Posted by LastPhantomZoner View Post
    whats the difference between ss/fire brute and ss/fire tank?
    Brutes trade survivability for more damage. With proper slotting (heavy for S/L defense & recharge), the survivability gap can be closed somewhat. There is no way to close the damage gap, so Tanks end up a little behind the curve overall.

    Quote:
    What makes ss good at farming? i have yet to try that powerset out so just curious. elec/fire wouldn't be good? I would think that be same as ss fire but elec's lightning rod is better then ss. Am i wrong in this thinking?
    SS is set up well for farming. First, you get Rage, which is a longlasting damage/acc boost. Then you get Foot Stomp, which recharges pretty quick, has a large area and hits more targets than other sets' PBAOEs. Then it has Knockout Blow, which is a HUGE single target attack that's great for taking chunks out of bosses. Stack enough recharge, pick up another AOE from either an ancillary pool or a patron pool, and you've got a nasty damage build.

    Elec is also a good farming set and it's less recharge dependent than SS. However, it lacks Rage, so your damage boosts don't last quite as long. On the bright side, you don't crash and you get more multi-target attacks. Probably a better set than SS if you don't plan on investing tons in the farmer.

    Fire is a great secondary for a lot of reasons. Mainly, it adds a ton of damage (Burn, Fiery Embrace, Blazing Aura) and has an endurance recovery power. It can also be made nearly invulnerable to fire, so it can go into fire farms with a great likelihood of survival.
  8. A farmer-toon's lot is not to enjoy life, it is to FARM INF! Or tickets... or prestige if you go that way... whatever. Embrace the shame of the Fire/Kin, say I.

    If you're thinking of farming, then you're thinking of maximizing rewards per minute in some context or another. Anything less than a prime farmspec toon is just a self-imposed limit that will leave you spending either more time in the AE or getting fewer rewards.

    If you don't need maximized rewards per minute, then don't farm. Run tips and TFs - experience the game's stories. You'll earn influence, recipes, salvage and merits in the process.
  9. streetlight

    Willpower

    Quote:
    Originally Posted by Roleplayer606 View Post
    Is Willpower to strong seeing how it is used by majority of brutes I see at least? Opinions vary but to me it is, anyone else have opinions on it?
    I don't know if I'd say it's actually better than all the other sets, but it is easy to use and it fits Brutes very nicely (Regen + higher HP cap). It's a very good set with plenty of exotic defense/resist and only a weak taunt aura as a downside. It doesn't rely on clicks and doesn't require gobs of recharge to be effective, making it very user-friendly. Also, QR allows Brutes to keep fighting longer, retaining Fury where others would have to take a break.

    That's all great, but is it better than a softcapped SR or Shield? Can it handle incoming damage like a Invuln? Does it pile on extra damage like Fire? Dark, Elec, Energy and Stone each have some weak areas for Brutes, but none of those are bad choices, either.
  10. SS/Shield Brute or Spines/Fire Scrapper.
  11. I think it might be: CS > SB > BB > QS > SB > BB

    SB requires a lot of recharge to get down to 2.00 seconds, but it's not that difficult. It'd be easiest with Super Reflexes (easy LotG placement + Quickness). I think somewhere around 150% global recharge does it, depending on attack slotting.
  12. For primaries, I like Dark for its to-hit debuffs, Dual Blades for knockdown mitigation, and Elec for mitigation through AOE damage (kill faster and you take less damage). Dark is better for solo opponents, Elec and DB are better in crowds.

    Secondary, as mentioned above, depends on what you plan on facing and how much you want to spend. Elec and Fire are probably the weakest for survivability. Regen is great in PVP, not so good in PVE, but with enough global recharge (read: "billions of inf"), it can be excellent all around. Defense-heavy sets are probably the best bet, just because they are easy to softcap and not being hit trumps being able to take a hit.

    For a sneaky good secondary, look at Dark. Dark isn't defense-heavy, but it has great mitigation and a very nice self-heal. It also has a little extra defense that you can build on with IOs.
  13. Quote:
    Originally Posted by NeoMinder2 View Post
    What are your thoughts on two player leveling combos? Looking at ease of leveling. Also at ability to farm up some inf at 50, to support other alts.
    I love Tankers, but the pre-Stamina & pre-SO levels can be slow going. Early Tankers also have a way of generating more threat than they can handle at times. Great stuff in the late game, but the grind can wear down casual players.

    My Wife and I duo a lot, but the easiest and arguably most fun was a pair of Scrappers (BS/Regen & BS/SR). Levelling was easy with no slow spots or rough patches. I would assume Brutes could be equally fun. So I'd recommend a pair of Scrappers or Brutes. Maybe a Scrapper and a Brute. Whatever. Good mindless fun. Maybe an Elec/Shield combo on both to take advantage of Grant Cover and Phalanx Fighting? That'd give you three solid PBAOEs, one chain, and one melee cone for PVE and farming.

    A pair of Corruptors can be great, too, for 1-50 levelling and fun and easy throughout.
  14. Quote:
    Originally Posted by T_Immortalus View Post
    I'm actually not all that sure how your build has less DDR. Maybe you took the Red Fortune IOs out of the first two shield toggles as well as Stealth and Maneuvers. You lost both defense and defense debuff resistance and had to make up the lost defense in set bonuses.
    I didn't "lose" any DDR - at least not a significant amount. The DDR that Mids is reporting is incorrect. See the links above. Some of your numbers are vapor and they won't show up in game. This is due to Mids not factoring in ED for DDR bonuses. You've got extra, absolutely unnecessary, defense slotted in your toggles that gives you the false numbers.

    To show you what I'm talking about, slot up Battle Agility with six Defense Buff Common IOs for +153% defense prior to ED, which would be ~28.6% without ED factored in. You'll actually get ~19.2% defense from the power, because of that 153% slotting drops to a 69.95% bonus.

    Now look at the DDR portion. It jumps from 13.8% to 35%, which is a 153% increase. In-game, the DDR bonus would be 13.8% * 169.95% = ~23.4%. That's ~11.6% less than what Mids shows, because Mids isn't reporting the correct number.
  15. I would argue that the design problem here is that that two damage types are so overwhelmingly prevalent and that many (otherwise useful) IO sets are available to softcap both of those types. One solution would be to rebalance the damage types a bit with new non-S/L mobs in each enemy group. Another option would be to rework the system so that attacks flagged as more than one type of damage use the higher of either: 1) the positional defense applicable; or 2) the lowest of the typed defenses applicable.

    I'd prefer the first option, because it would bring more variety to the game. It also would be a bit more kind to those players who spent either a lot of time or a lot of inf (likely both) to softcap S/L.

    Additionally, I would like to see more enhancement sets with more varied effects, including resistance bonsues for S/L, E/N, F/C, Tox and Psi. It doesn't matter so much whether it's better than or even equal to defense, just that the option is there for those who want to use it. Again, more variety is a good thing.
  16. Quote:
    Originally Posted by maxtsorm View Post
    Well getting a few monkeys around me I successfully solo'd two pylons...IM happy..but I can get better
    A lot of builds benefit from having some fodder around them. Invuln gets more defense, WP gets more regen, and Shield gets more damage. Dark & Fire have powers that benefit from more opponents, too. You can build to work without fodder, but you'll always be better with it.
  17. Quote:
    Originally Posted by T_Immortalus View Post
    Well, the recharge makes the 2 early attacks I took very quick and they'll be fine for exemplaring. I've dealt with slower sets like broadsword and axe before.

    Focused Burst also is enhanced to recharge almost as fast as the base recharge of Quick Strike, but it does a lot more damage, especially enhanced. I chose it for the range as well, which is also part of the reason Laser Beam Eyes is in this build.

    Swapping Focused Burst for Quick Strike is an option for people though if they wish to copy my build.
    FB may have more damage, but it is worse DPS. It's a long-activating attack (2.0sec), during which you aren't doing any damage or performing other attacks. Quick Strike is a fast-activating power (0.83sec). To outperform QS, FB would have to do 2.41 times as much damage. FB does 1.95 times as much damage, so it falls behind. QS ends up around 23.5% better - more if you're going the proc route.

    FB does have range, though, and is about twice as likely to knockdown a target.

    Quote:
    I'm not sure how or if Defense Debuff Resistance is affected by ED, but higher numbers is always better especially for something that prevents most of your survivability from disappearing.
    Check this post. That came up out of this thread.

    More is certainly better, but how much more is also a factor, as is what you give up to get it. If all that mattered was "more" then people would still be running around with 6-slotted resists in Temp Invuln and stuff like that.
  18. Like I said, it's not necessarily how I would take the build.

    I can see your points, though. The only thing that's off is the DDR. Mids doesn't apply the rules of ED to DDR, so it gives incorrect numbers. Our builds are much closer in that regard because of it. Once you apply ED, the Red Fortune's don't make any sense and you can slot 4 LotGs for better endurance, equal performance and additional global accuracy.

    Also, wouldn't you want Quick Strike over Focused Burst? The range is nice, I guess, but the DPA of QS is much higher and it'll fill in your chain more easily. It'd also give you another attack early for exemping. A set of Mako's should match the defense of the Thunderstrike set.

    Finally, isn't the damage debuff of KM tied to using Power Siphon? I honestly haven't checked it on my KM/SD Scrapper (new character).
  19. You've got a really good build, overall. I don't think it's far from doing what you want. Could just be that the RNG got on a hot streak against you. Could be that you need some AAO fodder around to help out DPS. Not sure.

    As for changes I would make, I'd reprioritize the IO sets in your single target attacks and work in 5pcs of Hecatomb. Put the ToD set in Fire Sword, since it is the weakest set. Put the Mako's sets in Cremate and Incinerate. Then things get a little expensive. I'd put 5pcs of Hecatomb in Greater Fire Sword (everything but the Damage IO). Add in the Crushing Impact Dam/End/Rech IO and you've got great damage and recharge, with better endurance usage. The final result should be better DPS all around.
  20. Overall, it isn't necessarily what I would go for. Still, here's a slight modification of the build, keeping the same powers to match your preferences...

    Click this DataLink to open the build!

    The Gladiator's Armor TP/3% will be insanely expensive and rare, but if you have access to one, then you can pull it off. You had it in your build above, so I stuck with it here.

    I dropped all the Red Fortunes, since they weren't helping any more than a basic DefBuff IO would. I also shuffled the LotGs around to help with endurance a little and get you some more global accuracy. Grant Cover swapped a LotG 7.5% Rech for a Kismet 6% Acc, because there are already five of the LotGs on the build. ToD is weak on accuracy, so that'll help a little.

    Multi Strike sets offer both AOE and Melee defense. Two of them combined offer more total defense than an Oblit 6pc and a Scirocco's Dervish 5pc, applying to the same defenses. They're also great sets for keeping endurance in check, though they're weak for recharge.

    EDIT: Power Siphon works out to a 100% defense buff over its duration, which is the same as Build Up. Recharge-focused builds can get it cycling pretty quickly (Hasten & 3xRech SOs gets it down to ~44sec before getting into global bonuses). It's something to think about anyway. PS is the focal point of the set for me, but to each their own.
  21. Quote:
    Originally Posted by Nalrok_AthZim View Post
    I actually sometimes OPEN with my Self-Rez on my /DA Brute. Nothing says "cannon fodder" like an entire spawn wandering around stunned.
    To some degree, it's a playstyle thing. Some people are perfectly okay with dying in this game and some of those use powers that take advantage of it. Some aren't and some of those would never consider a power that would take advantage of it. Some players work to never have to take the tier 9 power, whether it's rez or godmode. It's personal choice.

    That said, common wisdom is that the benefits of Tough & Weave exceed the costs. The endurance costs are high and you're forced to take either Boxing or Kick, but that extra S/L resist and global defense are worth it, even though the numbers aren't as good for Brutes as they are for Tankers.

    Can you get by without them? Certainly. You're doing that now. However, I would expect to continue to get "Your build could be better if you added Tough & Weave" tells for as long as you avoid them. Your build may be great without them, but it could be better with them.

    Right now, you'd have to drop three of your power choices to fit them in. If you have 3 Fitness powers on any of those builds, then I'd wait until i19 (when Fitness goes inherent) and just trade those for Boxing, Tough and Weave. Single-slot them with endredux or go all out with IO sets. Either way, they'll be helpful.
  22. Quote:
    Originally Posted by Mr_Right View Post
    So I'm leveling up my Super Strength / Willpower Brute from Preatoria to Paragon, and having a good time. But as always, I'm looking ahead and what kind of Set Bonuses I want to start collecting. So far I have a special hatred of both Energy and Negative Energy attacks (everything from Sappers to CoT Spirits).

    So I'm wondering: Is it worth it to try and collect sets to get defense to those types (which are thankfully the same Set Bonus). Or are the amounts so piddly, even with my Defensive toggle, that I would be better off going for... well... anything else?
    I would recommend sticking to Smashing & Lethal defense in your sets. It'll catch any attack with a Smashing or Lethal component, which is a huge percentage of attacks if you look through Mids. Stack as much of that as possible and you'll be in great shape. Grab Heightened Senses, Weave and Combat Jumping for extra defense, as well as a Steadfast Protection Resistance/+3% Defense IO.

    Key sets for S/L defense include: Reactive Armor (4pcs, Resist), Kinetic Combat (4pcs, Melee), and Perfect Zinger (6pcs, Taunt). You can pick up smaller chunks from quite a few sets, but they typically require more pieces.
  23. EDIT: nm, going to be too late tonight. Another time!
  24. Here's a levelling build for my current DB/WP Brute. It uses common IOs and relies on Ninja Run + Sprint instead of a traditional movement power. It's a cheap build for general teaming - nothing special, just competent.

    When Fitness goes inherent, the build will presumably have four power choices open. I'm likely to add Combat Jumping, Recall Friend, Hasten and Super Speed. None require slotting on this build (CJ is a good mule, though, and Hasten loves recharge), so they'll be very helpful.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lei Bao: Level 50 Natural Brute
    Primary Power Set: Dual Blades
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Fighting

    Villain Profile:
    Level 1: Power Slice -- Acc-I(A), Acc-I(3), Dmg-I(3), EndRdx-I(5), RechRdx-I(5), RechRdx-I(7)
    Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(7), Heal-I(9), ResDam-I(9), ResDam-I(31)
    Level 2: Ablating Strike -- Acc-I(A), Acc-I(11), Dmg-I(11), EndRdx-I(13), RechRdx-I(13), RechRdx-I(15)
    Level 4: Fast Healing -- Heal-I(A), Heal-I(15), Heal-I(31)
    Level 6: Typhoon's Edge -- Acc-I(A), Acc-I(17), Dmg-I(17), EndRdx-I(19), RechRdx-I(19), RechRdx-I(21)
    Level 8: Mind Over Body -- ResDam-I(A), ResDam-I(21), ResDam-I(23), EndRdx-I(43), EndRdx-I(43)
    Level 10: Indomitable Will -- DefBuff-I(A), EndRdx-I(45)
    Level 12: Swift -- Run-I(A), Run-I(46)
    Level 14: Hurdle -- Jump-I(A), Jump-I(46)
    Level 16: Rise to the Challenge -- Heal-I(A), Heal-I(23), Heal-I(25), EndRdx-I(34), EndRdx-I(46)
    Level 18: Vengeful Slice -- Acc-I(A), Acc-I(25), Dmg-I(27), EndRdx-I(27), RechRdx-I(29), RechRdx-I(29)
    Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(31), EndMod-I(34)
    Level 22: Kick -- Acc-I(A)
    Level 24: Tough -- ResDam-I(A), ResDam-I(33), EndRdx-I(33), EndRdx-I(33)
    Level 26: Sweeping Strike -- Acc-I(A), Acc-I(34), Dmg-I(36), EndRdx-I(36), RechRdx-I(36), RechRdx-I(37)
    Level 28: Heightened Senses -- DefBuff-I(A), DefBuff-I(37), DefBuff-I(37), EndRdx-I(45)
    Level 30: Weave -- DefBuff-I(A), DefBuff-I(39), EndRdx-I(39), EndRdx-I(39)
    Level 32: One Thousand Cuts -- Acc-I(A), Acc-I(40), Dmg-I(40), EndRdx-I(40), RechRdx-I(42), RechRdx-I(42)
    Level 35: Resurgence -- RechRdx-I(A)
    Level 38: Strength of Will -- ResDam-I(A), ResDam-I(42)
    Level 41: Health -- Heal-I(A), Heal-I(43)
    Level 44: Stamina -- EndMod-I(A), EndMod-I(45)
    Level 47: Blinding Feint -- Acc-I(A), Acc-I(48), Dmg-I(48), EndRdx-I(48), RechRdx-I(50), RechRdx-I(50)
    Level 49: Taunt -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A), Run-I(50)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 6: Ninja Run
  25. Quote:
    Originally Posted by Splat-Fu View Post
    So, if I understand you all correctly good support is still "necessary" at end game. *Whew* Thank goodness.
    Well... not quite. No AT is absolutely necessary in COH at any level. The MMO "trinity" is still very effective, but not mandatory here like it may be in other games. Support is still very helpful, though.