streetlight

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  1. Quote:
    Originally Posted by Police_Drone_Y7 View Post
    What do you guys suggest? I'd like to keep it around using Corr/Def/MM/Troller, but anything will work as long as it's in a support playstyle, hell even a Tanker would be viable.
    I'd second the Corruptor recommendations. So many of the secondaries are great and pair well with Corruptors' high-damage primaries. Kin is heavy on support and just glorious for damage. Time appears wonderful, but it's a little bit FOTM at the moment. Traps, Cold, Dark, Rad, and Poison are all incredible debuffers with support powers on the side.

    I would probably recommend a Fire/Kin or Rad/Kin for trials.
  2. streetlight

    Crab questions

    I'd go with the second build, given a choice. Suppression is okay, but Frag Grenade will outperform it and Aim's 50% damage buff is too good to pass up.
  3. Quote:
    Originally Posted by rekn24 View Post
    how should i slot my regen to be more survivable? theres no guides anywhere for a tanking type regen
    Are you looking for set bonus slotting or SO slotting?

    Regen benefits heavily from hitting the HP cap and from getting as much recharge as possible into the build (recharge helps make Dull Pain permanent, which provides a TON of +HP). Defense is always good after that. Depending on your primary, particular set bonuses for defense may be more or less helpful.

    If you're still in the SO phase, then I tend to go with three recharge and three healing in both Dull Pain and Reconstruction. Put three recharge in Hasten and hit that immediately after using Dull Pain. Slot attacks with two accuracy, two damage, and two endurance reduction. Slot Resilience with three resistance. Slot MoG with three recharge. Fast Healing and Integration get three healing each. Instant Healing gets three recharge. Stamina and Quick Recovery each get three endurance modification. If you run Tough, slot it with three resistance and one endurance reduction. If you run Weave, slot it with three defense and one endurance reduction. Combat Jumping is good for three defense, too.
  4. streetlight

    Crab questions

    I threw together a quick mod to softcap all positions, while keeping the same power choices. I also moved to Musculature Alpha for another ~30% damage bonus in each of your attacks. Would like to get some damage in School of Sharks, but it isn't necessary (you have a LOT of attacks).

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    Speaking of those attacks, you could probably shed a few and still have plenty to fill out an attack chain. If you want the most DPS possible, then you go with a pet build and run two Assault toggles. Pets aren't for everyone, though, so I included a second build that swaps Suppression for Frag Grenade and Combat Training: Offensive for Aim.

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  5. Quote:
    Originally Posted by Agonus View Post
    On the subject of Kinetic Melee, I'm looking to get something clarified. I have a vague memory of reading somewhere that essentially, KM "penalizes" you for taking non-KM attacks. Is that the case in any way?

    I've been thinking about a KM/EnA Scrapper, and what I would normally do is take Air Superiority, but is there something to how KM works that would affect AS negatively?
    IIRC, pool attacks don't stack the damage buff from Power Siphon. So if you're in the middle of PS and activate Air Superiority, then you get no extra buff and lose the time involved. If you're on the downslide of PS, where buffs aren't stacked anymore, then AS would be the same as any other attack.

    KM has two attacks that will recharge quickly enough that you shouldn't need AS anyway. If you want the power, that's one thing. You just won't need it.
  6. If you really want to hover out of range, then I'd recommend Regen, SR, or Energy for the secondary. All of the others either benefit from being on/near the ground or have powers that work best in a crowd. Since few enemies fly, you won't get the most out of those other secondaries. For primary, I would recommend Kinetic, Claws, or Spines. All three have a medium-range cone and a ranged attack to rely on while hovering.
  7. I plan on going the tips route for the Glad Armor and have a nest egg for the rest of the build, so I should be able to afford it. This will end up one of my most expensive characters, but I figure that a Crab build would be worth the investment. I'm still going cheap where I think I can get away with it (e.g. no Panaceas), but I'm not afraid to pull the trigger on a good IO set.

    Had been thinking about two things that were missing: Patron pets and Aim. You snuck in the pet, so I'll have a look at this and see what I can do about fitting in the rest while maintaining my goal. I kind of liked 32.5%+ to Melee & AOE, which put me one small purp from softcap to those, but maybe that's not so necessary, especially if I go to Hover.
  8. One of the things to remember is that AVs don't really have an incredible amount of regen (IIRC, 100% base?). They do have a TON of HP, though. So, you're still cutting off a lot of the AV's regen with Lingering Radiation or Benumb, even though a huge chunk of it is resisted.

    Rad has AM, which makes perma-Hasten and perma-PA much more accessible. Cold lacks the easy perma-Hasten & perma-PA, but has better team buffs and better debuffs. If you've got the budget, then you can make an Ill/Cold that will outperform an Ill/Rad.

    Be careful of affording much, if any, value to defense debuffs. Unless you're fighting something with stacked Vengeance or a godmode power your teammates will likely have plenty of accuracy and to-hit. For AVs & GMs, I think you're pretty much down to Captain Mako as a -Defense candidate. Regen, Recovery, Endurance, Damage, and To-Hit are the key debuffs.
  9. Looking at control sets , most of them offer single-target and AOE immobs & holds, a pet power, and a range of differentiating powers. The better-performing sets have a lot of additional AOE control (or tons of pets). Gravity gets Wormhole, which is fun and very different from most sets' powers, but then it gets a couple weak single-target attacks and Dimension Shift.

    The single-target attacks are just terrible. I guess it's nice to have one Controller set that has more attacks and can feel a little more aggressive, but they don't match up to the powers of the other sets when viewed as a whole. Replace one of those single-target attacks (Lift) with an AOE and the set becomes instantly more viable.

    Dimension Shift is great in some very few circumstances and little better than a griefer's tool outside of those. This would be much better as a single-target attack with a higher magnitude. Nobody needs to take minions and lieuts out of the fight for 30 seconds. You need it to lock down a boss, EB, or buffer.
  10. Also, avoid KM for Brutes or Tankers. The damage buffs love high base damage and both Brutes & Tankers are weak there.
  11. I just started working up a Crab and I want to make sure I get it right. I'm new to VEATs, so I'm not sure if I picked up any "do not need" powers or left out any "you must have" powers. Goals were: perma-hasten, perma-pets, softcapped ranged defense, and Musculature Alpha. I hit my goals, but if there is a way to do this more efficiently, I'd appreciate the help.

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    P.S. A new version of Mids is out for i21, you might have to update your copy to read the datachunk.
  12. streetlight

    Brutes? PVE/PVP

    It sounds like you're looking for a fiteklub (no insps, toe-to-toe, no movement) build. A Brute can be adequate at that, but you couldn't make me drag one into any other type of PVP. Seriously. They're completely gimped outside of that one very specific context, which is probably why that context exists at all.

    I haven't seen too many successful defense-based PVP characters. Elusivity helps, but it's not enough. I wouldn't bother going down that road.

    The best way to keep your damage up, without insps, would probably be to roll an SS/FA Brute (it's amazing how often they come up here...) and attack as much as possible. Fury, double-stacked Rage, and Fiery Embrace will all work to keep your damage up. Blazing Aura will keep a steady drain on your opponent's health bar, too. With enough recharge, Healing Flames should keep you alive. Go with the Soul Mastery Patron Pool for Gloom (great DPS) and Darkest Night (mainly for the -Damage). Not sure how fiteklubbers feel about KB, so you might not need much -KB to get by (~12pts), or you may need the typical PVP numbers (~42pts).
  13. I'd lean toward the Dom, personally, but I say roll both and have fun with them. The Blaster will do more damage, especially single-target damage. The Dom will still do a ton of damage, but will be MUCH safer, with controls and Domination helping out a lot there. Fear and Confuse are two of the best mezzes in the game and Mind can throw both, plus a few holds and a couple sleeps, one of which is 3.5mag.
  14. Shield is nice, easy to keep good damage buffs (and debuffs) going and it has a great aggro aura. Pretty much any secondary works well with it, though.
  15. For primary, Fire is the best for damage, largely because that's all Fire does. For secondary, you're looking for the AV-soloing sets: Traps, Rad, and Cold. Poison may fit the bill, too (I haven't looked over the Corruptor version yet).
  16. streetlight

    Kat/Ea or Db/Ea

    Pretty much anything can pull off stupid Scrapper tricks, so go with whatever you want. You won't need Katana's defense buff with EA, but the other powers are good enough that you would do fine with it. DB can do great overall and is one of the better minimum investment sets, but I believe you can get more out of the others. Claws and DM are very popular and I'd assume KM can get in the club with its damage buffs & debuffs. Fire should be a given, but I don't recall too many people using it.
  17. Still looking for Dark Control and Doms would be a great AT for that...
  18. Quote:
    Originally Posted by kangaroo120y View Post
    Actually, I'd like to ask a question to you guys. I can actually slot the Gladiator +3% defense into my build and pull him up to 50% defense to all. You think its worth chasing down one of those? or just leave it as it is. So far I haven't run into any problems, but eh, you never know whats around the corner
    If you've got the ability to get it and no great desire to spend the inf or a-merits elsewhere, then I would pick it up and modify the build to hit 45% S/L/E/N/F/C. I'd probably try to pick up more recharge.
  19. Quote:
    Originally Posted by TheNavigator View Post
    My gut feeling, based on these two toons sharing this specific build, is that if I found the razor edge of difficulty where the brute was surviving only by converting and popping every purple and orange that came along the tank would still be able to eat reds by the handful. Whether that would tip the completion time in favour of the tank or not I don't know, but would certainly close the gap.
    If an SS/Inv Brute pops one small purple and one small orange, he has both more defense and more resistance than an Inv/SS Tanker with the same build. Defense will hit an effective limit at 45% for most content, something both can hit for any given damage type very easily with IO's alone, so purples likely wouldn't be necessary.

    Tankers do get 25% more HP, but neither should drop that low in testing outside of soloing Incarnate content or eating one of the big AV attacks. Brute damage should be ~150% of Tanker damage without popping reds, meaning fewer attacks coming in over the course of the test (nothing mitigates like death).

    Granted, if I start with an S/L/E/N-capped Inv/SS Tanker build and port that exact build over to a Brute, the Brute won't be capped to anything. That's where a single small purple can make a world of difference for the Brute. Likewise, if I have an S/L/E/N-capped Brute build, a lot of defense would be wasted by porting that build over to a Tanker. So, any "same build" test has some inherent problems.

    Regardless, results are showing that both survive reasonably well and the Brute performs notably better. Right?
  20. Quote:
    Originally Posted by TheNavigator View Post
    Well, I ran it at +0x8 twice with each toon and the brute was able to clear the map 12.5% faster than the tank on average. I used Judgement for all the runs, but no inspirations, Lore pets or temp powers.

    I did notice that even at +0x8 I had to be quick with Dull Pain or the occasional Destiny boost to keep the brute alive. I'd say the brute's ease-of-survival on this mission at +0x8 was roughly comparable to the tank at +4x8.
    With Insps, this would probably change considerably. Brutes really love inspirations. They have a higher damage cap and can reach tanker-level resistance with a little help from their orange friends. Both ATs would probably appreciate some temp powers during the Rage crash. Lore's buffing pets would be nice during an ambush farm, but the rest would likely die too fast.
  21. Regen may love Brutes, but I generally prefer to run KM on Scrappers for the higher base damage and the ability to recharge PS on a CS crit. The mechanics of KM favor Scrappers significantly and the MOG/Shadow Meld combo is just great, so I'd recommend going with a Scrapper.

    The build below can run a great attack chain, is only ~3 seconds shy of perma-Hasten, has over 4eps net to work with, softcaps to all three positions with Shadow Meld, and softcaps to everything with two small purple insps. It has some excess HP, but it just came along with some of the set bonuses. Tactics is just there as an IO mule, I wouldn't run it.

    Cost-wise, it's pretty reasonable except for one key piece: the Gladiator's Armor 3%/TP. You can get that in 20-30 days of work running 5 tips a day and 1-2 SFs a day (convert the reward merits to alignment merits). Given the results on this build, it's definitely worth it.

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  22. Quote:
    Originally Posted by Lithion View Post
    Not going to post my build cause apparently I lost the save file for it o.0. Anyway its not so much needed. Anyway, I farm AE a bit with the build I have but mostly I head out and do reg missions with friends.

    I was surprised when a few people were nailing me for not having Tough and Weave. I ended up going into the stealth tree to pick up those nice skills for my LOTG, anyway, if anyone had a decent SS/FA build with tough and weave can you post it please, just wanna take a look at it.
    Neither Tough nor Weave are necessary or necessaily helpful in Fire Farms. If you're teaming or PLing, you'll get a lot more utility out of Maneuvers/Tactics/Vengeance than you would out of Boxing/Tough/Weave. Stick with your build and enjoy.
  23. Quote:
    Originally Posted by Kioshi View Post
    Mind/Emp troller - she was my first toon, and I loved the combo enough to take her to 50 only playing her when it was harder to level, i9, took me 3 months. I started decking her with shiny new IOs. Moar recharge! Moar recharge! Purples, yay (I remember paying 30 million for the hold damage proc I have in dominate)! Ok, so I started playing her through all the content, even the Shard TFs (including Dr. Q). Moar IOs, more recharge!

    (Goes teaming with the new shiny close to permahasten build) Hmmm wait... Fortitude already up? Ok, damn I have to use Clear Mind on a guy, I have to heal this other one, wait, AB is up, oh mass confusion, ok now I have to hold that boss, Fort is up again dammit, who do I use it?, now the regen/recov auras, oh have to click indom will (psy epic mez protection), now I'll do some damage with terrify and Psy Tornado, but I have to watch the teams' health and buffs all the time, ok someone said 'zzz', time for CM, extra aggo, I'll sleep them, oops Fort is up again and... OMG I'M IN MULTITASKING HELL THIS IS WORSE THAN PLAYING TWO WARSHADES! - Then I decided I played with her enough and it was time for her to rest. I don't think I'll ever delete her or take her IOs out tho (or roll another emp), she was literally the first thing I rolled in trial, she has a stupid name because of that, good thing it's in Portuguese .
    This had me rolling! I started an Emp/Psy over DXP weekend and it was a new experience, that's for sure. At 35ish, I don't even have many IOs on it yet (-KB, Miracle, Numi), but it's still been a crazy buffing ride. Seeing as how sets like Kin got group buffs for their CM equivalent, that would be a nice QOL change. Fortitude as a group buff would be even better, but AB would be asking a bit much.
  24. Quote:
    Originally Posted by Sailboat View Post
    You're certainly entitled to your own opinion, including not liking the damage. But Tankers, and especially Inv/SS, do not have objectively "bad" offense. Invincibility and Rage's stacked to-hit bonuses give this combo excellent accuracy even fighting higher-level stuff, and Rage's damage bonus is available a much higher percentage of the time than Build-Up's is in other sets. IMHO Tanker damage is solidly in the middle of the pack of hero ATs, better than average Controller and most Defender damage -- and /SS is on the high end of Tankers in that range.
    I'm plenty familiar with SS and what it can do (have an SS/FA Brute, too), but the low Tanker damage caps and low base damage don't help it any. Most Defenders can generate buffs or debuffs that put them (and the rest of their team) well over Tanker performance. Controllers get access to those same buffs/debuffs with arguably better results. Check out content farmers (not AE) to see what Controllers and Defenders can do, damage-wise. Tankers are sad by comparison. I'd take my Cold/Ice Defender or my Elec/Kin Controller over any Tanker (and I do, that's why my Tankers sit). And that's solo. On a team? Pssht...

    Brutes start with damage slightly below Tankers, but build up a 150%+ bonus very quickly and maintain that bonus easily. */SS Tankers benefit some teeny tiny amount more than SS/* Brutes from Rage, but Fury far more than compensates. Tankers will be more survivable, but if you can make an SS/Inv Brute that won't die and causes notably more damage, then how much more survivable do you need to be?

    I stand by my thought that my Fire/Fire Tanker may still be playable. The added survivability might actually matter a bit with Fire and the extra AOE will help spread anemic damage faster. I don't think it'll outpace Fury-fed Brute AOEs, but the survivability might be enough to push the decision.
  25. I'm kind of tired of my Inv/SS Tanker. Very survivable, but the offense is so unbelievably bad that I have difficulty playing it. The lack of damage soured me to the whole Tanker AT, in fact. I can get wholly adequate survivability out of Brutes or Scrappers with MUCH more offense, so why trade down? My Fire/Fire Tanker has a chance of sticking around, but I just can't get a build for it that I'm happy with.

    It probably doesn't help that I made the Inv/SS build before I knew what I was doing, so he can't handle really high level non-S/L opponents.