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Posts
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Dark/Kin/Soul Corruptor. All the draining/transferring goodness you could ever want.
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The one thing that untyped, nonpositional damage can't beat? Being healed. Pop a green or use a heal power or have a heal power used on you. Buff your regen & hp. Keep the team together so that Destiny powers stack. The options are there, you just have to take them and use them.
Now if we only had a powerset that could heal teammates and buff their teammates' regen. That would be something... -
Incarnate content has a base 64% chance to hit, which raises the softcap for that content to 59%. They also have buffs and debuffs available to them that can adjust either your defense or their to-hit, so that 59% figure isn't always perfect. Also, all of that is pre-accuracy, which can vary for specific attacks and is impacted by the relative level of your opponent, the opponent's rank, and any relevant buffs.
I'd recommend throwing a LotG 7.5 in there or, if that's a bit pricey, a L50 common defense IO. For PVP, I slot it with a mix of four def/rech IOs, but that's another issue entirely. -
Quote:I like 20%, as well. You can either use Vengeance (PLing tends to leave plenty of corpses around) or pop two small purps to softcap.just a quick question about how much Defense is good for fire farms. Currently I am sitting at Max Fire Resistance... easy with FA lol. And about 18% fire defense. I can go through any fire farm currently on +0 with 0 inspirations. Can also make it through on +1 and +2 with Inspirations although it does slow down a good bit. Basically I am looking to turn this guy into a power leveler for my supergroup and would love to be able to do many things at +3 or +4. Just not sure of the numbers I need to be hitting.
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Generally, I'd say the HP. You not only get additional hp/sec of regen, but you get more HP to take damage with. I say get both and sacrifice elsewhere, but I can't make any recommendations to that effect without seeing the build.
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Quote:1. Kind of? The most important thing to get out of your recharge is an attack chain that you're happy with. That requires a certain amount of recharge, which varies from set to set and by the character's purpose. Most build for perma-Hasten by default and then go from there. Spiritual alpha helps a LOT here and is my general recommendation for Alpha slotting, barring a strong case for something else.1. In my mind, recharge = damage. Is defense a better thing to build for? Let fury do what it's designed to do and build for defense?
2. Are brawl, punch and kick commonly used to build up fury? They have quick recharge off the top, use little end and help to build the fury bar..
3. When in the life of the brute do you fit taunt in the build? I was level 25 on a moonfire taskforce, and kept looking on my power tray for taunt, and I hadn't picked it for some reason. Other powers seemed more critical. (tough, weave, fire sword circle...)
4. If I'm going to play a brute - I should not play it like a tank, unless there is no tank on the team....right? The game has definitely changed. Only very rare occasions make a tank necessary for success. A tank just covers up a teams weak spots, in a way. Does a brute just play like a scrapper?
2. Not once you get out of the earliest levels. Brawl is a nice Fury generator early on, because it costs no endurance. Once you get into your 20s or 30s, you shouldn't have to bother much with lesser attacks. I'd never use Boxing or Kick, too much endurance for too little damage.
3. Depends on the Brute and how you want to play it. For my Brutes, I tend to slap Taunt in when I don't have a better choice staring me in the face. That usually ends up somewhere in the 20s. I've put off Boxing/Tough/Weave on some builds until 44/47/49 before, just because I knew I wasn't going to have max defense outside of 47th level (due to exemplaring and loss of set bonuses).
4. What's important to the team is that spawns are tightly packed for AOEs and that aggro focuses on something that can take the damage. Brutes love Fury and enemy attacks feed Fury, so the more aggro you can get (up to the point where you start dying), the better. You'll often out-aggro team Tankers due to the damage differential, which is fine, as long as you can survive it. Having more than one aggro-hound on a team just means that your team won't sweat it when multiple large spawns pop up near each other. Scrappers have lower survivability than Brutes and many lack taunt auras, so they aren't necessarily the best comparison to Brutes. -
If it's harder to hit you, then it's harder to debuff you, so defense is the clear winner for me. It helps against mez, as well, which resistance just lets right on through.
Go for softcapped S/L/E with Mace Mastery if you can. If not, then at least get softcapped S/L. If you can softcap S/L and have respectable resists, then you might be in the best shape of all, but I imagine it'll cost a pretty penny to pull off. -
Absolutely agreed on Resurrect. You only need the one from your primary and arguably don't need that. I always email my tier 3 & 4 wakie drops to myself, so that I have a quick rez for myself or someone else. You definitely don't need to invest in the Medicine pool as an Emp. Your heals will charge quickly enough.
Not so much agreed on the Controller bit. Empathy is one of those sets that functions noticeably better as a primary than as a secondary. If you really want to be the best buffer/healer, then Defender is what you want.
For the Emp mindset, it helps to think of yourself more as a buffer and less as a healer. Keep Clear Mind on everyone that needs it and Fortitude on those that benefit the most from it. With Adrenalin Boost on the lead meatshield (whatever AT they may be) and your RAs in effect, you won't have to spend much time at all healing or resurrecting.
I levelled an Emp/Psy Defender to 33 during the past weekend (my first Emp). Had a great time playing the character and could easily see it becoming a favorite. I went with Psy for the range, controls and good single-target options (the better to keep unwanted aggro away). The -Recharge doesn't hurt either. -
Storm, like Kinetics, seems to be one of those powersets that functions very well as a secondary. Masterminds fall a little behind, but Corruptors and Controllers can both easily floor opponents' to-hit. I probably wouldn't roll a Storm Defender, given the difference between Defender secondaries and Corruptor, Controller or Mastermind primaries.
I think I need to add either a Fire/Storm or Ice/Storm Corruptor to my "need to make right now!" list... -
Quote:First, the key effect throughout KM is a damage buff, which is given as a percentage of base damage. Brute base damage is really low (even lower than Tankers). So, an extra 125% damage on a Scrapper or Stalker is FAR better than 125% damage on a Brute, which is even a little less than 125% on a Tanker. The PS recharge on CS crit is another factor. This allows Scrappers & Stalkers to keep their damage buffs rumbling along, while Brutes have to wait out the timer. Also, KM functions best when all attacks come from the primary, because of the stacking damage buffs with PS. Brutes typically pick up a lot of damage outside their primary (Burn, Dark Oblit, Gloom, Electrifying Fences, Ball Lightning, etc.), none of which would stack buffs. Non-primary attacks still benefit from the buffs, but sap the set's potential by not contributing.My questions are:
1. Why haven't I seen anyone else with this combination of powers ingame?
2. If there are anyone out there with a high lvl kin/fire brute, what's your experience been with the combination and what kind of playstyle do you have?
Second, those that you do see are likely played by people who just really wanted the combo on a Brute, didn't realize that the set functions poorly on Brutes or decided to stick it out instead of rerolling. The playstyle would likely be similar to any other Brute: run forward, smash stuff, keep Fury up from spawn to spawn. The only difference is that you'd want to stick to your primary while PS is up. -
Quote:Haven't created my own fire farm yet. Some farm maps have S/L damage attacks in them (the sword attacks and/or Cremate) and you definitely feel the difference when a boss hits with those.Why are you facing S/L damage? Scorch, Incinerate, Fire Breath, and Fire Blast give you the attacks you need to keep xp at 100% and they are pure Fire damage. Set it up with minions getting Scorch and Fire Blast, LTs getting Scorch, Incinerate and Fire Blast, and bosses getting all 4.
Quote:Ironically, I hate farming, I just set myself up one to get my Claws/Fire past the rut he was stuck in. I can't do more than 2 runs in a row before my brains start leaking out of my ears from sheer boredom. -
Quote:If you aren't slotting purple or PVP sets, then that could be true. Otherwise, you can slot those sets and receive the bonuses at any level, even if you aren't able to use the power. The best lowbie farmer would be level 50, loaded with purples & PVPs. You might be able to get away with lower level PVP IOs in a level 33 build, but you wouldn't be able to get any purples into the build, which would make it less efficient.Also realized from that thread that if I'm just sticking to a lowbie farm, I don't really need to slot powers I take after level 8 (hasten). That makes things a lot easier.
Also, if you plan to use a power outside of the arc (e.g. higher-level buffs) before heading in, then you may want to slot them accordingly. -
Your accuracy problems are fixed, but you created endurance problems (FA is a horrible endurance pig). Generally, builds only use FA as an IO mule or emergency power when facing high-defense opponents.
There is no easy fix; something has to go to make something else better. You can get more expensive, lose defense, lose HP/regen, lose recovery or miss a lot. Finding the happy balance between those is the tricky part. Then you use what you can to make up for the deficiencies.
For example, on my build I gave up convenient defense, but I use Barrier Core Epiphany Destiny. If you plan to use Barrier, you can get away with 40% to each damage type (it adds at least 5% defense permanently when in use), which would save you quite a few slots for other purposes. I also rely on RttC to pick up some slack, slotting it up to a 5.3% to-hit debuff. That allows me to drop to 34.7% defense to each damage type while remaining softcapped, assuming no to-hit debuff resistance. AVs do resist debuffs, so I have to eat a single small purple in the last 60 seconds of Barrier to stay capped against them. Conveniently, a single small purple lasts 60 seconds.
In exchange for that inconvenience, the build has tons of regen and HP, as well as nicely-slotted attacks and plenty of endurance (2.91 net eps prior to factoring in three Performance Shifter procs at 0.2eps each). -
Quote:My build can sit at its base 20% F/C defense and farm +4/x8 with bosses, but I'll use Healing Flames a lot. I'd rather pop two purps and attack more often. Based on F-E's previous comments here and in other threads, I suspect he uses a LOT of inspirations, which is good. He's just saying that he doesn't have to use them. That could mean using Vengeance or a lot of Healing Flames.I want to know how Fiery-Enforcer manages +4x8 with low(ish) defenses and no inspirations - without +defense I get ripped to shreds pretty quick, 90% fire resist or no...
One thing to remember is that fire ambushes require a tradeoff for level 50 farming. Either you get less than 100% xp from bosses or you face some S/L damage. Bosses are the most likely to hit you and cause the most damage. If you're in a map that has 100% bosses, you'll take a considerable amount of S/L over time - and occasionally the RNG will hand it to you all at once. If you find yourself having trouble with one map, try another. -
Though it's one of the more difficult things to build toward and play, I would recommend a "blapper" playstyle and build. Blappers play like a cross between a Blaster and a Scrapper, always in the thick of battle. Radiation has two key attacks with a short 40' range and one key attack that is a PBAOE. Energy offers a lot of single-target melee damage for cleaning up bosses after your AOEs take down the minions and lieuts.
The problem is that blapping isn't cheap. If you have a lot of inf (or someone willing to bankroll you), then this will all go very easily. If not, then it's a lot more difficult to pull off. If you don't like dying and don't have the inf to spend on a build, then it can get very frustrating.
Inspirations can go a long way toward smoothing the process until you can put on a proper build (e.g. high defense). I recommend at least one column of Break Frees and the rest in Lucks. Before jumping into a large spawn, pop 2-4 Lucks. If you get mezzed, pop a Break Free. Refill your trays between missions and enjoy.
I would also recommend respec'ing out of Hover & Flight in favor of Combat Jumping, Hasten & Super Speed (yes, something else would have to go to fit those powers). Irradiate is a great attack that requires you to be in the middle of everything, so it helps to be on the ground. If you choose to go with a more traditional ranged build, then Hover & Flight are excellent choices (groundbound targets lose a lot of damage against flying players), but it marginalizes Irradiate unless you want to risk swooping in every once in a while. -
Below is what I use. Highly effective and not too terribly bad on the wallet...
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+1!
Defenders are certainly among my favorites now. After a couple years loaded with melee gameplay, I took the turn to Defender and I've now got three 50s (FF, Rad, Cold) and a fourth at 33 (Emp). -
Quote:I'd recommend a Shield/Elec Tanker. You'll have the best aggro-grabbing abilities of any Tanker out there and AOEs at any level. You'll get a defense bonus from him being near you in melee (Phalanx Fighting) and you'll grant him a very nice defense bonus in return (Grant Cover).So my brother is really into his stalker, and with all of our Duo's so far, he dies alot. He is a spines/DA stalker, level 11.
I have been playing support roles with him mainly, and letting him do the Toe-to-Toe bit, but its not working out, so I want to make a tanker to level with him. Keep the heat on me, and let us both take out hordes of enemies.
So what would be a good leveling powerset for a tanker? Stone/Axe? Ice/fire? Ice/Ice?
I want to be able to walk into a mission with purple bosses and be able to handle them. Or maybe walk into a misson with 100 -1 mobs and destroy them all.
Thanks in advance -
First, IIRC, the map you're using includes bosses with some S/L damage, which will tear through 35% resistance values pretty quickly. It's a tradeoff in fire ambush farms, the bosses are either worth less than 100% experience at level 50 or they have some S/L damage. You're safer going with the pure fire damage option, but it'll cost you some experience from each boss taken down. Maybe try another map to see how things shake out.
Second, you've got a decent amount invested in S/L defense, which will help against those few boss attacks I mentioned, but does nothing to prevent fire attacks from hitting. Since almost all of the incoming damage is fire, you need a lot more fire defense to be safe. How much? Be softcapped (45%) to fire at all times. You have 90% resistance, but that means you're taking 10% of every hit and you're facing up to 17 attacks at any given moment. Without defense, that adds up very quickly. I'd recommend slotting for fire defense to get to the 20% threshold, then either picking up Vengeance (great for PLing) or popping enough purples to stay softcapped at all times.
Third, farming is all about xp/tickets/inf per second. If you're dying or battles are dragging out, you're hurting yourself and the people you're trying to PL. Drop the difficulty a little and your enemies have fewer HP, lower accuracy, and will cause less damage when they do hit. Many people swear by +2/x8. -
I wouldn't worry about the last bits of defense, since RttC will help pick up the slack. Instead, I'd worry a lot more about accuracy. Your cones and AOE are fine, but your single-target attacks are terrible. It'd take a couple stacks of Tactics from teammates before I'd feel comfortable with that level of accuracy.
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The first use of Rage is always the best. You get the benefits for 120 seconds, then deal with the crash for 10. If you're stacking right before the end of that (120s recharge on Rage), then you don't deal with the defense crash, but still have the endurance crash and damage debuff. Still, 10s of crash for 120s buffed isn't that bad.
Things start to get shaky when you're able to perma double stack Rage (60s recharge on Rage). You end up with single (60s), double (60s), crashed (10s), double (50s), crashed (10s), double (50s)... etc. You're great for two full minutes, but then you're down 16.7% of the time after that and taking a lot of endurance crashes to maintain the double-stack.
Is 80% more *base* damage worth it? Brutes have pretty terrible base damage, but if you're done fighting within three minutes, I say that it's absolutely worth doing. You'd only spend 10s of 180s crashed. If you go over three minutes, then I tend to think that it isn't worth it. -
I'm putting a DB/WP together, myself. Where EJI focused on softcapping S/L and getting close on E/N, I gave up on those targets and instead focused on regen and +HP. With the combination of RttC and Barrier (even in the last 60 seconds), this character is effectively softcapped to almost anything within RttC range. It also heals 84 hp/sec with only one target in range of RttC, which is nice.
I'm contemplating swapping out all those Mako's pairings for Pounding Slugfest pairings. I'd lose some enhancement bonus, but another 32% regen would be nice. On their own, each may be a drop in the bucket, but get enough of those drops together and you can achieve spectacular results.
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The Positron's Blast set is pretty weak for recharge. I'd rather have ROA up as much as possible than have another proc in there. If you've got enough recharge (is there such a thing?), then go with the proc. Otherwise, I'd probably recommend a Common Recharge IO for that 6th slot.
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You would think so, but given how things started to fall apart at that time seems like more than a coincidence. With a larger group of people split up between the two, you'd expect to see lower utilization and fewer issues, but that hasn't been the case. If nothing else, a team working on one aspect is a team that isn't working on another.
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Just spitballing here, but maybe hosting DXP & the initial release of SuperMegaBeta material at the same time was a bit... ambitious?