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Posts
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Uh, sorry to double post, but i was sorta looking for some comments on whether that build was reasonable or not. Toon's presently at 30, but I'm kinda floundering on where to go or if I should respec closer to the above or something else
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Quote:Swipe doesn't do much for damage on its own and has no other status effects (which is why many other ATs will tell you to skip it), but its a low-end, fast recharging attack - so it's a good fury builder that makes it well suited to a brute build (at least at an early stage). In short, it helps with the blenderifficness.
Anyway i see everyone here taking Swipe and i skiped it, should i go back and take it?
Putting in the taunt psi damage proc is an experiment on my part, I don't know if it would actually be worth it. -
Okay, here's sorta how I'm working so far. I haven't IO'd out a melee toon before (including my 50 stalker, who is seriously chock-a-block), so I don't have a lot of ideas on how to IO/Enh/set my attacks. So, what I do have is based on other builds.
This'll be a PVE toon, with hoping to have balance of team/solo. TP travel is a thematic issue, so I am not planning to slot out of it - and the set contributes to the regen-focus I appear to be leaning toward. As you can see, I'm big on frankenslotting for the most part. I didn't put in any enhs for the two Epics 'cause I'm not sold on which Epic I'll be taking (she took GW on the stalker).
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
celine-brute-try1: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Swipe- (A) Touch of Death - Accuracy/Damage
- (3) Kinetic Combat - Accuracy/Damage
- (46) Perfect Zinger - Chance for Psi Damage
- (A) Healing IO
- (5) Healing IO
- (13) Healing IO
- (21) Resist Damage IO
- (27) Resist Damage IO
- (34) Resist Damage IO
- (A) Damage Increase IO
- (3) Damage Increase IO
- (11) Accuracy IO
- (15) Accuracy IO
- (34) Endurance Reduction IO
- (45) Damage Increase IO
- (A) Mako's Bite - Accuracy/Damage
- (5) Crushing Impact - Accuracy/Damage
- (11) Kinetic Combat - Accuracy/Damage
- (15) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (33) Touch of Lady Grey - Chance for Negative Damage
- (37) Achilles' Heel - Chance for Res Debuff
- (A) Titanium Coating - Resistance/Endurance
- (7) Titanium Coating - Resistance
- (7) Aegis - Resistance/Endurance
- (42) Aegis - Resistance
- (A) Damage Increase IO
- (9) Damage Increase IO
- (9) Damage Increase IO
- (21) Accuracy IO
- (34) Accuracy IO
- (36) Endurance Reduction IO
- (A) Run Speed IO
- (A) Serendipity - Defense/Endurance
- (13) Gift of the Ancients - Defense/Endurance
- (A) Time & Space Manipulation - Range
- (50) Time & Space Manipulation - Endurance
- (A) Miracle - Heal
- (17) Miracle - Heal/Endurance
- (17) Doctored Wounds - Heal/Endurance
- (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (40) Dark Watcher's Despair - To Hit Debuff/Recharge
- (43) Dark Watcher's Despair - To Hit Debuff
- (A) Entropic Chaos - Accuracy/Damage
- (19) Entropic Chaos - Damage/Endurance
- (19) Thunderstrike - Accuracy/Damage
- (33) Thunderstrike - Damage/Endurance/Recharge
- (36) Devastation - Accuracy/Damage
- (37) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Time & Space Manipulation - Endurance
- (46) Time & Space Manipulation - Range
- (A) Healing IO
- (23) Healing IO
- (23) Healing IO
- (A) Endurance Modification IO
- (25) Endurance Modification IO
- (25) Endurance Modification IO
- (A) Damage Increase IO
- (27) Accuracy IO
- (31) Accuracy IO
- (40) Damage Increase IO
- (43) To Hit Buff IO
- (46) Recharge Reduction IO
- (A) Damage Increase IO
- (29) Damage Increase IO
- (29) Damage Increase IO
- (33) Accuracy IO
- (36) Accuracy IO
- (37) Endurance Reduction IO
- (A) Red Fortune - Defense/Endurance
- (31) Red Fortune - Defense/Endurance/Recharge
- (40) Luck of the Gambler - Defense/Endurance
- (43) Luck of the Gambler - Defense/Recharge
- (A) Accuracy IO
- (A) Performance Shifter - EndMod/Recharge
- (39) Efficacy Adaptor - EndMod/Recharge
- (A) Resist Damage IO
- (39) Resist Damage IO
- (39) Resist Damage IO
- (A) Resist Damage IO
- (42) Resist Damage IO
- (42) Endurance Reduction IO
- (A) Healing IO
- (45) Healing IO
- (45) Healing IO
- (A) Empty
- (48) Empty
- (48) Empty
- (48) Empty
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I'm glad someone started this thread, I actually need some guidance on my first brute (also a claw/WP - an alt of my same powerset stalker), but I need to be on my home machine to see if I can put up what I have now. My mid-fu is pretty weak, though.
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Last time I check, I'm still stuck at the DL phase, that's not even advancing to the "fixing files" part. I forgot to start the DL before I went to bed - but did get up around 3AM and remembered that I meant to do so. By 8:30AM i was still at 6+ hrs of DL left, but had progressed to 60-70% of DL. I'm gonna try DLing while I'm at work and we'll see what happens.
Vista machine 64 here btw. -
Nothing ventured, nothing gained, Spines. Glad we could provide some input.
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Slotted Brawl? On a Blaster?
Also Damn, at today's prices I'm not sure having the inf cap would get you all this. -
Clever idea, but ultimately I don't think it's worth it. Choking Cloud is generally one of the skippable powers in /rad (low mag hold, high end, being an aggro cloud) for corrs. Suppressive Fire is also one of those debateable powers, but I have to agree on the above that it's probably just more efficient to slot it for hold/recharge sufficient to stack it. Or, if you have the cash, try to grab the chance for +mag proc. I wouldn't rely on that latter method though, you probably won't be shooting suppressive frequently enough to see it pop on a boss reliably.
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As with above, but I'd actually recommend taking that build to test once it opens back up and try it. I think the set is really built around the desirability of swap ammo.
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Quote:OP here.And to the OP, /hell no.
I agree that the nerfs tend to be heavy-handed and all-encompassing, but so far they've all been rolled back to acceptible levels once they had time to get programmers involved (aside from the ticket caps and the badge nerfs, anyway). There's no reason to think that this latest nerf won't also pass--especially since Dr. Aeon has already posted that this is only a stop-gap until the actual fix is in place.
I'm willing/interested to see what Doc Aeon has planned for the re-patch, and I did post this before his response back to the community. At this point, I've pretty much said my piece here but I was curious how many people would back such an idea. -
I can't find it right now, but there is "Level by Level Guide to Understanding CoH" or something like that - which shows the general "landmarks" on your journey to 50 and through the CoH game.
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Let me offer another piece of advice: Avoid "AE Teams/Farms" when starting out.
CoX has a feature unparalleled in MMOs known as the Mission Architect (MA)/Architect Entertainment (AE), which allows players to develop their own mission/story content and publish it for play either solo or in teams with any other players on any of the servers. There are literally thousands of these player-created missions available to choose from at this point, and the number is still growing.
HOWEVER, as you might expect, there are many players who have developed content expressed geared for quick rewards and advancement without regard for risk or appropriate difficulty consistent with the rest of the game. The debate rages on here on the forums and in the game over whether this is a legitimate method of character advancement. I don't know how you play your games or what importance you put on how you interface with the content, so I'll let you make your own decisions on where you want to situation yourself in that debate.
"AE teams" "AE Farms" or whatever they are called (you will see lots of Broadcast-Channel messages referring to these in the Atlas Park zone) can shoot your character through levels extremely fast, but what they will NOT do is teach you how to play your character or how to play in game in general. These player-made missions commonly reduce the risks involved with missions as close to zero as possible, which provides a skewed perspective on the difficulty/challenges which normal play provides. In many cases, low-level characters are asked to "door sit" (that is, stay at the entrance of the instance and not interact with the mission at all) which certainly does not tell you how to use all the little buttons and clickies that your character has available.
If you're new to the game, the best way to learn the game is just to play. You will screw up a few times, and you'll "die" a few times (pfft, Death is a Slap on the Wrist in CoX - you respawn in a hospital if you die), but you'll learn about which mobs are really dangerous, which need to removed immediately, and how to cooperate with other players. AE Teams/Farms will not provide the kind of instruction that is crucial to learning how to play the game. If you decide to try them out once you're familiar with how your character/Archetype/powerset plays, by all means do so.
So! Go out there and enjoy all that original content. Heck, this is your first playthrough, everything is going to be a surprise!*
* PS: It's always a Nemesis Plot. -
Quote:Seriously, so. Redside love. What you should know about Villain-side is that it features a smaller number of zones, but with considerably more compressed content that tosses out a lot of the "filler" you will find on blueside. Since City of Villains was released after City of Heroes, the developers took a lot of what they learned in building and getting feedback on CoH and applied it to City of Villains. CoV/Redside typically has a smaller population of players, but not drastically. In my experience, the playerbase tends to be a little friendlier as well.Hmmm, so many replies and no-one even bothered mentioning villains. I'm disappointed by you guys
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Villain side archetypes are commonly seen as being conceptual reversals of the hero-side archetypes, although this isn't exactly the case (but it's close enough to understand what they do). There aren't always clear analogues to the blue-side/hero-side archetypes, and the roles are not carbon-copies of the Heroic ones. This may be in contrast to other MMOs where, for example, a melee class with high damage/high defenses are the same regardless of what faction you belong to. This isn't the case in "City of X", so be aware of this. Although both are high melee damage/medium defense Archetypes: Scrappers =/= Stalkers. Although both ATs have control-based powers, Controllers =/= Dominators. Etc.
Quote:Also, after reaching lv20, two new ATs are unlocked, called Epic Archetypes
An "issue" is a moderate-to-major content update, usually with new patches, new content, sometimes with new power changes, and frequently with gameplay and Quality-of-Life updates. It's not a full expansion (which is what the aforementioned "Going Rogue" will be), but just an interim update. There are usually one to three issues released per calendar year.
Quote:Villain ATs:
Brute: Melee character, high damage, MEDIUM defences/resistances, builds up fury by taking and dishing out damage, thus increasing its damage potential overtime
Quote:Corruptor: A nice alternative to blasters. It exchanges some damage potential for some damage mitigation.
Quote:Mastermind: The game's most original archetype. It can summon an army of pets to attack the enemies, while it stays behind buffing them along with his teammates.
Quote:Also, to answer your question on servers, visit the following link: Servers -
I don't know if he's particularly obscure, but I felt that Peter Themari on redside could use a little more love. IMO, it's one of the tightest, most sinister story arcs until you get up to Westin Phipps.
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Quote:Let me say that I'm extremely relieved that we had a redname come down and talk to us about the issue. At least we know that they are aware of the issue. Acknowledgement is better than nothing and while the statement here doesn't necessarily solve the issue, at least we know that the Devs are also unsatisfied with the patch. At least I have the feeling this was a decision which was acknowledged as being flawed but probably mandated by factors outside the player's knowledge base. Do I wish they had just not done it at all? Sure.Myself, pohsyb, Television, War Witch, along with everyone else here involved in the operations of Mission Architect, are doing everything we can to arrive at a solution that we can all agree on.
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Anyone who has a normal story arc that is drastically affected by this change should not go about overhauling your work.
Furthermore I'm glad this the issue is under the nose of the devs. I think it's the right choice here to name some names and let us know that a solution is a team effort.
Quote:You know who Aeon is? .... I would trust him with a great many things...I can certainly trust him to take good care of the legitimate player content.
Besides, look at what he said. This issue is considered to be such a danger to the playerbase that it's banded together two formerly irreconcilable enemies: Aeon and Television!
If Paragon Studio wants to pay me to go through the system and flag 'em, I'll do it. Hell it doesn't have to even be for cash, we can negotiate. I'm sure there's no small number of players who'd be glad to start flagging exploitative content. -
Quote:Hmm. That does sound bad. However, I think the PCs are still having the rez bug where using certain rez/wakie/power combinations skips the rez animation entirely (toon on floor - rez - toon pops up instantly without "standing up"). Might be related to that since I don't think critter rez results in stunned status.I've /bugged this yesterday, Freakshow is abusing this feature. If they died on a ledge or halfway in a wall, they wont play the animation and (if u are melee) hit you before you can even hit them.
I've already been killed twice by a freakshow boss, who rezzed and instantly wacked me.
Come to think of it, this isn't so much of a change. CoT Hordelings did this already with their rez, they would be untargetable as well during their rez. Sounds like it's just an expansion on that idea. Still, if they are attacking before their rez animation is completed (or its coded time to animate is complete), then that sounds like a bug. -
They probably need some reworking but I have always enjoyed my "Prawn Stars" from "Can You WIN the Internet?"
Although Mr. Inquiry (from TF: Mutternacht) was, I think, a reasonably successful adaptation design that was reminiscent of his inspirations without explicitly copying their appearances. -
Quote:Based on what I hear, I think it's purples. But meh. Semantic quibble.
What do 50s farm for if not inf? -
Okay guys, we're starting to go OT here. We can rehash all the old AE drama in other threads. Can we try to keep this one to data and findings based on what is appearing in the missions?
Kvetch about the nerf here.
Opine about Killing Rewards Here -
Big thanks to KatieV for doing some datamining on this (I'm still interested to see if Arcanaville gets in on this as well). Looks like the problem is about as bad as I originally feared when I read the notes, but focused on different (less logical) allies than I originally thought.
Quote:So does this also count "person-class" critters, those with no power or other value to them? I assume it would, since it sounds like a code-flag issue rather than something that based on critter type.Do the powers of the ally matter?
No. -
Quote:Seriously, a redname might help cool people out.It's amazing that not one red name has posted here to justify the coding. .... This should be rolled back until you can implement it in a way which does not harm the majority of non-farm arcs.
So, what you're saying is that you're Bi? =D
Seriously, though. I would love to have XP and rewards and a great story. It definitely helps. I want both.
I am willing to make a compromise, though. -
Like I said, I'm not quite calling for the end of all rewards just yet. I think tickets and their present drop rates are controlled enough as to not necessitate losing them. Besides of which, given the state of the in-game economy, tickets are providing a crucial service for players who are either unable or unwilling to grind out content for normal drops or to pay exorbitant prices on the market. Inf/prestige rewards are really tertiary to the issue, since you really don't see anyone but RMT teams seriously grinding out mission solely for inf.
I understand that as long as there are rewards there will be farmers and exploiters. I just think this might be the next controllable step. Would it kill AE? Eh... maybe, but it is not as if the buildings are very populated other than in Atlas and Cap Au Diable. Actually, they are usually deserted. So, for the most part, I think whatever activity AE has that isn't solely geared toward reward-based missioning is pretty minute anyway. Net loss is, IMO, able to be minimal. -
Quote:I can sympathize with this. I really can. I know the content can get repetitive. That's a challenge I gotta put to the devs. Please generate more content, new content.After playing this game for so long, it was refreshing to be able to boost a toon up by myself without having to rely on anyone else to do it.
Quote:I could do it quietly alone in the corner. Sadly, not everyone is capable of keeping to themselves and have to ruin it for everyone. -
Quote:I can agree with the sentiment, the ones building the exploiting AE arcs are the problem. Unfortunately, the Devs are presently attempting to deal with a swarm of gnats by using a shotgun. This is not a good solution, which basically just makes it part of the problem.Don't hate on the Devs, hate on the exploiters. They're creating the cheating situations the Devs are then having to react to.
I general though, I am not hating on the devs specifically. I am hating on the solution. With some hatesauce for the folks who forced the Devs hands into placing that solution on Live. And a slice of hate-pie for the folks who enable the exploiters by running exploit-enhanced missions. -
Quote:Dunno yet, Eva, but we need to find this out in the PDQ.Do captives or combat-incapable escorts (those using a civilian model or a "person" class custom) cause an xp reduction as well? Since allied bosses and the allied side in a battle do, I'm guessing the quick "fix" was to tie the reduction to any objective set to "allied."