Titan Weapons/Electric Armor - Optimization


Black_Assassin

 

Posted

I'm working on getting the -res proc in, like I said it is just a first draft. I'm sure I can get more recharge as well.


TW/Elec Optimization

 

Posted

Quote:
Originally Posted by Combat View Post
I'm working on getting the -res proc in, like I said it is just a first draft. I'm sure I can get more recharge as well.
Combat, your killing us man! What's the word? Any udates to your build findings? Inquiring minds want to know. I just created one based off of your notes (only level 24) and I'm really liking it so far.


MA/REGEN: 50th Shadowgeist
SHLD/SS: 50th Justice Machine
ENG/ENG: 50th Dr. Fear

 

Posted

I'm about halfway through with my work on the smashing/lethal build, hopefully will be up by the end of the week. I will say that I have managed to get smashing/lethal to 45%, with 3 -res procs, and 178.8% +recharge. I'm not thrilled at what I had to do to get there, and I'm seeing if I can make it better for I release my "final" version.


TW/Elec Optimization

 

Posted

Just an update, I've finished getting everything for the build and all T4 incarnate stuff. So far I've run against a few +4/x8 missions with no temps or inspirations. Circle of Thorns are very easy, as are malta, but longbow require either very careful strategy or rotating godmodes (barrier, powersurge, and demonic aura will basically make you invincible most of the time). I tried fighting Ms. Liberty as a +4 AV, but wasn't able to cause damage without lore pets because she is pretty resistant to smashing. With lore pets, I could damage her, and if I was using temp powers I could have beaten her.

Here's the build for smashing and lethal. Forgive some of the odd slotting in the attacks, as I found it was necessary to get all of what I wanted:

Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

TW non positional: Level 50 Magic Brute
Primary Power Set: Titan Weapons
Secondary Power Set: Electric Armor
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Crushing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Achilles-ResDeb%(13)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9)
Level 2: Titan Sweep -- HO:Nucle(A), Dmg-I(11), Sciroc-Dmg/EndRdx(23)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(48)
Level 6: Lightning Field -- HO:Nucle(A), Sciroc-Dmg/EndRdx(37), M'Strk-Dmg/EndRdx(48)
Level 8: Follow Through -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(37), Hectmb-Acc/Rchg(39), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Dmg/Rchg(40)
Level 10: Build Momentum -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(11)
Level 12: Static Shield -- HO:Cyto(A), ResDam-I(13), S'fstPrt-ResDam/Def+(15)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(17)
Level 16: Grounded -- GA-3defTpProc(A)
Level 18: Rend Armor -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21), Achilles-ResDeb%(23)
Level 20: Boxing -- Amaze-EndRdx/Stun(A), Amaze-ToHitDeb%(25), Amaze-Stun/Rchg(36), Amaze-Acc/Rchg(46), Amaze-Acc/Stun/Rchg(48)
Level 22: Lightning Reflexes -- Run-I(A)
Level 24: Tough -- HO:Ribo(A), ResDam-I(25)
Level 26: Whirling Smash -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(29), Armgdn-Dmg/EndRdx(29), FrcFbk-Rechg%(31)
Level 28: Energize -- Panac-Heal(A), Panac-Heal/EndRedux/Rchg(31), Panac-Heal/Rchg(34), Panac-Heal/EndRedux(34), Panac-EndRdx/Rchg(34)
Level 30: Weave -- LkGmblr-Rchg+(A), HO:Enzym(37)
Level 32: Arc of Destruction -- HO:Nucle(A), Armgdn-Dmg(33), Sciroc-Dmg/EndRdx(33), FotG-ResDeb%(46)
Level 35: Power Sink -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rng(36), Mocking-Taunt/Rchg/Rng(39), Mocking-Taunt(40), Mocking-Rchg(43), Mocking-Acc/Rchg(43)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Rchg(42), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/Immob(42), Enf'dOp-Acc/EndRdx(50), Enf'dOp-Immob/Rng(50)
Level 44: Ball Lightning -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Knock%(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Dmg/Rchg(46)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
Level 49: Defensive Sweep -- LkGmblr-Rchg+(A)
Level 0: Born In Battle
Level 0: Marshal
Level 0: Invader
Level 0: High Pain Threshold
Level 50: Agility Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(31)
Level 1: Momentum
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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TW/Elec Optimization

 

Posted

I assume that build relies on the tail end of barrier to softcap?


[Union Chat]Sebaddon: If you want to, we will, if you think it's weird, no, that's damz, not us.

[Union Chat]Damz: hey cyber, i am your naked pope for the evening, please confess to me my child

 

Posted

Quote:
Originally Posted by Black_Assassin View Post
I assume that build relies on the tail end of barrier to softcap?
Yes.

Combat, I think you could make do without slotting Boxing. Losing that 10% recharge doesn't have a huge impact on the build. Barely 1sec longer on Energize and Hasten is still perma.

I think those slots would serve you better in either your attacks, +res toggles, or even the +def toggles (potential softcapping without reliance on Barrier).

I'm sure you've already toyed with the build enough to know that. Just my two cents.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Quote:
Originally Posted by Infini View Post
Yes.

Combat, I think you could make do without slotting Boxing. Losing that 10% recharge doesn't have a huge impact on the build. Barely 1sec longer on Energize and Hasten is still perma.

I think those slots would serve you better in either your attacks, +res toggles, or even the +def toggles (potential softcapping without reliance on Barrier).

I'm sure you've already toyed with the build enough to know that. Just my two cents.
Indeed, it may be worth it use those slots elsewhere, though it may cause a slight gap in the chain. Actually, glancing at the build it seems like I can make a few small changes and retain the same recharge rate with better attack slotting. That's why I keep editing builds, as I nearly always find a way to make it better on the 4th, or 5th revision (its much like writing, you never stop revising). And yes, it uses barrier to maintain soft-cap, though defensive sweep is in the build as an option (but it is mainly for the LotG).

Here's the slightly revised build:

Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

TW non positional: Level 50 Magic Brute
Primary Power Set: Titan Weapons
Secondary Power Set: Electric Armor
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Crushing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Achilles-ResDeb%(13)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9)
Level 2: Titan Sweep -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(17), Oblit-Dmg(23), Oblit-%Dam(25), Oblit-Acc/Dmg/Rchg(36)
Level 4: Conductive Shield -- HO:Ribo(A), ResDam-I(9)
Level 6: Lightning Field -- HO:Nucle(A), Sciroc-Dmg/EndRdx(37), M'Strk-Dmg/EndRdx(48)
Level 8: Follow Through -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(37), Hectmb-Acc/Rchg(39), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Dmg/Rchg(40)
Level 10: Build Momentum -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(11)
Level 12: Static Shield -- HO:Cyto(A), ResDam-I(13), S'fstPrt-ResDam/Def+(15)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(17)
Level 16: Grounded -- GA-3defTpProc(A)
Level 18: Rend Armor -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21), Achilles-ResDeb%(23)
Level 20: Boxing -- Amaze-EndRdx/Stun(A)
Level 22: Lightning Reflexes -- Run-I(A)
Level 24: Tough -- HO:Ribo(A), ResDam-I(25)
Level 26: Whirling Smash -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(29), Armgdn-Dmg/EndRdx(29), FrcFbk-Rechg%(31)
Level 28: Energize -- Panac-Heal(A), Panac-Heal/EndRedux/Rchg(31), Panac-Heal/Rchg(34), Panac-Heal/EndRedux(34), Panac-EndRdx/Rchg(34)
Level 30: Weave -- LkGmblr-Rchg+(A), HO:Enzym(37)
Level 32: Arc of Destruction -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), FotG-ResDeb%(46), Oblit-Acc/Dmg/Rchg(46), Oblit-Dmg(48)
Level 35: Power Sink -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rng(36), Mocking-Taunt/Rchg/Rng(39), Mocking-Taunt(40), Mocking-Rchg(43), Mocking-Acc/Rchg(43)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Rchg(42), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/Immob(42), Enf'dOp-Acc/EndRdx(50), Enf'dOp-Immob/Rng(50)
Level 44: Ball Lightning -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Knock%(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Dmg/Rchg(46)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(48), Ksmt-ToHit+(50)
Level 49: Defensive Sweep -- LkGmblr-Rchg+(A)
Level 0: Born In Battle
Level 0: Marshal
Level 0: Invader
Level 0: High Pain Threshold
Level 50: Agility Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(31)
Level 1: Momentum
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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TW/Elec Optimization

 

Posted

I've done some testing on +4/x8, and I'd like to share my findings (using the 32.5% to all build).

The following villain groups were very easy, and I could basically steam-roll them without even using inspirations:

  • Circle of Thorns-
    A lot of fire damage and negative damage, but no bad debuffs. Only annoying thing they can do is apply a lot of -tohit when I'm fighting a lot of bosses (at one point on a tip mission I went against 7 or 8 death mages, and I had to sap them and use BM before they started going down).

  • Malta-
    Mostly smashing/lethal damage, and I'm immune to end drain. Gunslingers can put out a lot of damage, but not enough to threaten me, and the only annoying thing they do is combine into a Zeus titan.

  • Crey-
    Lot of energy damage, no debuffs. Easy prey.

  • Freakshow-
    Smashing, lethal, and energy damage, and I'm immune to the only debuff. Again, very easy.

  • Council/5th Column-
    Some negative energy damage, and guns that deal -defense, but mostly smashing and lethal damage with no real dangerous debuffs.

Then there were enemy groups that required a little strategy, and/or forced me to use inspirations and godmodes:
  • PPD-
    Mostly energy damage, but the defense debuff on every hit builds up quick. I still completed the Destroy Portal Corp Lab building (the one with 99 Ms. Thistle ambushes, and Rularuu/Council Empire enemies) without dying, but I had to carefully manage how much defense debuff I had on me, and I had to use a few respites and my god-modes to survive.

  • Carnies-
    Not hard at all, but very annoying. This is true for any character, as the carnies are just annoying to fight. I never was in danger of dying (even to the non-positional psy attacks), but I hate being heavily -tohit debuffed and trying to kill a +4 boss that is phased half the time. The minions and lts. were easy though.

  • Nemesis-
    Again, not that dangerous unless I kill the lts. too quick, but annoying. At one point I fought 4 fake nems and 3 warhulks, and a large number of lts. and minions in one fight. I killed too many lts. with my AoEs, and nearly died until I popped demonic aura and barrier. I then basically played cat and mouse around the diamond structure in the middle of the room (tech lab), killed the remaining lts. so that the bosses didn't get any vengeance, and then beat the bosses up. Even with 7 +4 bosses, I wasn't in any danger, though it was annoying to try and hit them through a lot of force-fields (sapped stopped that).

  • Cimerorans-
    Generally easy to kill, but I can't get too debuffed or they will eat me. Sometimes spamming AoEs is enough to beat them, but I still have to watch my defense and pop purples/godmodes when they stack too much on me.

  • Knives of Artemis-
    Same as Cims, but can also throw down patches of annoyance.

Finally, there were a few enemy groups that were downright dangerous at +4/x8 (though lower difficulty levels would probably make them merely annoying to fight):
  • Rularuu-
    I fought them in the villain tip mission mentioned earlier. They weren't insta-death, but required careful strategy and insp/godmode management to defeat. Basically, I would zerg the overseers after popping a godmode, and then target wisps. The only really dangerous mobs are the eyes, and when I retreated to cover I found out that the wisps will heal any unkilled mobs up to full fairly fast. Wisps also have detention field, which is annoying.

  • Longbow-
    Longbow are probably the most dangerous group for me. I can still fight them, but certain combinations of Wardens require special tactics and godmodes. For instance, I had a mob with 2 radiation wardens and an illusion/empathy warden, along with 4 nullifiers. If I stayed in the sonic grenade fields, I'd have died in 2-3 seconds without godmodes on (sonic grenades deal -40% resist debuff to all, and radiation wardens will strip you of any defense). I found the best way to fight them was to throw DN on one of the wardens, and retreat into cover. Then I would try to kill the nullifiers before they used their grenades, or retreat farther back if my resistance got too low.

  • Arachnos-
    These guys are binary. Either you kill the tarantula mistresses before they debuff you, or you die. They are slightly easier than longbow, as they only have one problem mob, but they are still quite dangerous.

  • Snakes-
    Less dangerous than the previous groups, but pretty deadly. Toxic attacks ignore defense, and I have no toxic resistance except for powersurge, so the spit attacks are deadly. The rest of their attacks are smashing/lethal, and can be ignored.


Finally, I'd like to share my general strategy for soloing:
  • Lead with Darkest Night on toughest boss
  • Change target to different boss
  • Use Build Momentum, then Whirling Smash > Ion > Whirling Smash
  • Most of the lts. and minions are now dead, so I begin use my cones as best I can, and WS whenever it is up
  • Energize at the beginning of the fight against easy enemies, used as heal against tougher enemies.
  • Use powersink whenever it is up to sap and refill my blue bar
  • When all the is left are the bosses, I switch to my single target chain on the non-DNed bosses.
  • I use demonic aura whenever things start going badly, and use barrier whenever it is up. Powersurge is saved for truly dangerous mobs, and I rotate it, barrier, and demonic aura when I need prolonged, massive amounts of protection.
  • I carry greens, blues, purples, oranges, and reds. Blues and greens are mostly used after powersurge crashes, but occasionally I run out of end when I don't use powersink often enough. Purples and oranges are used situationally when I need high levels of protection and/or my godmodes are down. Reds are used as they appear to speed things up.
  • Against AVs I like to have one or two lts or weak bosses nearby for powersink bait. I also save Lore pets solely for AV fights, as they are too squishy for normal gameplay. Powersurge is used for end recovery during AV fights, and energize is mostly used for its end reduction.
  • The more dangerous a mob is, the more I move. Against crey or malta, I usually stand in the middle of the mob without much movement. Against longbow, I jump all over the place, retreat behind cover often, and try to make sure the mobs are packed so that my AoEs are at maximum effectiveness.

Using these tactics I was able to complete +4/x8 missions at a decent pace without many deaths. I will hopefully get a video up soon, and I'm working on a guide.


TW/Elec Optimization

 

Posted

Add Rikti to the very easy group. DE were annoying, but surprisingly not that bad (apparently the level 50 DE don't drop quartz anymore, but those cairns are still blasted annoying). From what I've seen, the preatorians aren't that bad. I'm expecting vanguard to be dangerous though. .


TW/Elec Optimization

 

Posted

Quote:
Originally Posted by Combat View Post
Add Rikti to the very easy group. DE were annoying, but surprisingly not that bad (apparently the level 50 DE don't drop quartz anymore, but those cairns are still blasted annoying). From what I've seen, the preatorians aren't that bad. I'm expecting vanguard to be dangerous though. .
Are you talking cheaty tip/Pratetorian DE on +4/+8? I ran that the other day and they were dropping quartz and the other eminators like crazy. And they eat through soft-cap defense like it wasn't there, due to their cheaty incarnate level to-hit.


 

Posted

Quote:
Originally Posted by Granite Agent View Post
Are you talking cheaty tip/Pratetorian DE on +4/+8? I ran that the other day and they were dropping quartz and the other eminators like crazy. And they eat through soft-cap defense like it wasn't there, due to their cheaty incarnate level to-hit.
Naw, the DE I fought were good old primal DE, on the TV mission that has freaks, nemesis, and DE. I've also noticed that they didn't drop Quartz on a hero tip.

However, I did notice that the incarnate DE do drop quartz while running an UG. Either way, I'm glad I deal smashing damage, and always go after crystal lts. first. What tip mission do you fight preatorian DE? I'm a villain right now, but I could see changing to rouge/vigilante/hero eventually.


TW/Elec Optimization

 

Posted

Interesting thread, why did you go brute over scrapper? I am still up in the air as to either brute or scrapper for my TW/Ele character I will be making. I saw some of your posts regarding using gloom with the set and that caught my eye. What's your take on my first proposed TW/Ele build? I figured have one defensive sweep cap the smash/melee then shoot for as much fire/cold defense as possible while maintaining a high amount of recharge. My thought process is that negative isn't that common and my energy resists are already very high. This is interchangeable with brutes (who obviously benefit more from the higher resist caps of energy resistance and when power surge is popped). Both this build and my one below would be using Ageless.

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Posted

Here is another one I made that is S/L capped with perma-hasten (also I +5ed my kincom sets). This is interchangeable with brutes.

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| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

Please post the data chunk.... sometimes the data link glitches.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

I went brute (after trying TW/DA scrap) because the inherent taunt in Brute attacks makes sure all those mobs stay clustered around you for the AOE pain of Sweep-Whirling-AOD repeat. I hated the running I was seeing on my scrapper. Plus I got to either pick Gloom or Energy PP with 2 endo givers. Turned out the EnergyPP was a better fit and my build with CB in place of Gloom ran better. Check out the Rikti Pylon Thread in the scrapper forum for more info!


 

Posted

Quote:
Originally Posted by Granite Agent View Post
I went brute (after trying TW/DA scrap) because the inherent taunt in Brute attacks makes sure all those mobs stay clustered around you for the AOE pain of Sweep-Whirling-AOD repeat. I hated the running I was seeing on my scrapper. Plus I got to either pick Gloom or Energy PP with 2 endo givers. Turned out the EnergyPP was a better fit and my build with CB in place of Gloom ran better. Check out the Rikti Pylon Thread in the scrapper forum for more info!
How much of a single target DPS difference do you think there is between a TW brute and scrapper? Or does fury boosting the DPS of the AOE aura help close that gap? Not having runners isn't THAT big a deal to me, but if the difference is close I'd rather go brute. Also going electric armor I am not that concerned about endurance once I get agility and ageless going.

Quote:
Originally Posted by _Pine_ View Post
Please post the data chunk.... sometimes the data link glitches.

Done.

CAPPED.


 

Posted

Quote:
Originally Posted by Combat View Post
Finally, I'd like to share my general strategy for soloing:
[LIST][*]Lead with Darkest Night on toughest boss
Maybe I missed it but which build has Darkest Night in it?

**EDIT** NVM, I see you switched from Soul Mastery to Mu halfway through the thread.


 

Posted

Not a bad build Tommy



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

Quote:
Originally Posted by Crysys View Post
Maybe I missed it but which build has Darkest Night in it?

**EDIT** NVM, I see you switched from Soul Mastery to Mu halfway through the thread.
Just to be clear, the build I have on live is the 32.5 to positionals build, and that build has darkest night listed above (with any Enzymes replaced by +5 lotg: defenses). I may build the build with 45% smashing/lethal later.

Haven't posted much because I've been pretty busy lately. Hopefully will get some videos and a guide up sooner rather than later.


TW/Elec Optimization

 

Posted

Quote:
Originally Posted by TommyBoyTrD View Post
How much of a single target DPS difference do you think there is between a TW brute and scrapper? Or does fury boosting the DPS of the AOE aura help close that gap? Not having runners isn't THAT big a deal to me, but if the difference is close I'd rather go brute. Also going electric armor I am not that concerned about endurance once I get agility and ageless going.
Done.

CAPPED.
My sense is that a scrapper would also need to run Ageless or a recharge alpha (Agility etc.) to get the to TW chain that Combat put together. I suppose a scrapper could run Musculature + Ageless to get there, plus get extra damage. That might be significant in the end game, maybe 10-30dps more from Musculature and crits (just guessing). But if they go that route they will lose out on survivability from Barrier or Rebirth.

To me, survivability Destiny was more important and I went Agility (Brutes benefit less from Musc anyway). I was getting 296dps and Combat is topping that on his build -- both with T4 reactive. I think that is "sufficient" for me to prefer the non-runners (inherent Brute taunt) and the higher survivability (more HP). Even if I do miss the criticals from all that delicious AOE.


 

Posted

Quote:
Originally Posted by TommyBoyTrD View Post
How much of a single target DPS difference do you think there is between a TW brute and scrapper? Or does fury boosting the DPS of the AOE aura help close that gap? Not having runners isn't THAT big a deal to me, but if the difference is close I'd rather go brute. Also going electric armor I am not that concerned about endurance once I get agility and ageless going.
I would say the DPS edge would probably go to the scrapper. However, from what I've seen the difference would probably be within 5-10%, and to me the potentials of electric armor favor brutes more. Resist sets are just nicer on brutes, and that gives the brute a lot more protection than a similar scrapper.

However, a TW/Elec scrapper would still be perfectly viable. I would probably run Agility/Barrier, like the brute, but the scrapper has the option of going Musculature/Ageless for offensive improvement. One other option scrappers get is going for Shadow Meld, which would allow said build to have increased defense.

Basically, the scrapper would sacrifice the resistance of the brute for more damage, and would go aim to use shadow meld as active protection (instead of using lucks, so a lower level of defense). Will need to build for recharge though, because agility isn't used. For instance (this will be rough, made it in 3 minutes):

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Titan Weapons
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Crushing Blow -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(40), Achilles-ResDeb%(40)
Level 1: Charged Armor -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam(3), ImpArm-ResDam/Rchg(7)
Level 2: Lightning Field -- HO:Nucle(A), Armgdn-Dmg(50), EndRdx-I(50)
Level 4: Conductive Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/Rchg(5), ImpArm-ResDam/EndRdx/Rchg(7)
Level 6: Follow Through -- T'Death-Dam%(A), Mako-Dam%(9), ExStrk-Dam%(9), Hectmb-Dmg(13), GS-%Dam(15), Dmg-I(43)
Level 8: Build Momentum -- RechRdx-I(A)
Level 10: Static Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(13)
Level 12: Titan Sweep -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(43), Oblit-Acc/Rchg(46), Oblit-%Dam(46), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48)
Level 14: Kick -- Empty(A)
Level 16: Grounded -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(17)
Level 18: Rend Armor -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(19), Hectmb-Acc/Rchg(19), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Dmg/Rchg(37), Achilles-ResDeb%(37)
Level 20: Energize -- Panac-Heal/EndRedux/Rchg(A), Panac-Heal/Rchg(21), Panac-EndRdx/Rchg(21), Panac-Heal(23), Panac-Heal/EndRedux(23)
Level 22: Tough -- HO:Ribo(A), ResDam-I(33)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/Rchg(25)
Level 26: Whirling Smash -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(27), Armgdn-Acc/Rchg(27), Armgdn-Acc/Dmg/Rchg(29), Armgdn-Dmg/Rchg(29), FrcFbk-Rechg%(31)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Arc of Destruction -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Dmg/Rchg(34), FotG-ResDeb%(36), Oblit-Dmg(36)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A)
Level 38: Dark Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(39), Apoc-Acc/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Dmg/Rchg(40)
Level 41: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-EndRdx/Rchg(42)
Level 44: Soul Storm -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(45), UbrkCons-Acc/Rchg(45), UbrkCons-Acc/Hold/Rchg(45), UbrkCons-Hold/Rchg(46)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Musculature Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(33), P'Shift-End%(43)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 1: Momentum



If we take that build, and assume it can run the chain, it would get about 334 DPS. About equal with the brute, but you get ageless and shadow meld, and a much more powerful BM (only a 12.5% difference in damage boost, but it doesn't have to compete with damage saturation). The scrapper will also deal more at capped damage.


TW/Elec Optimization

 

Posted

Combat, before I saw the ATO sets and what their bonuses were I was about to re-roll my tw/ele scrap to brute since the DPS is minimal according to you (how do you figure that out anyways?). But since the Brute ATO set is tied for last place in terms of awesome, and the scrapper one just about beats everything else (omg that CRIT!) I am planning on pushing with him unless they allow brutes to go past 80% fury without the temp power. If they changed the Brute ATO bonus to ADDITIONAL fury (cause like I said, you can't get past 80 without the temp), instead of % faster fury generation, I would be all over that.

BTW, I like that TW/Ele scrap build a lot. Smart use of HO/Purps. Not sure how I feel about the down time of shadow meld though considering I plan on using this guy in long fights. If shadow meld was perma-able I'd be all over this.

Quote:
Originally Posted by _Pine_ View Post
Not a bad build Tommy
Thanks, I enjoy making melee builds for some weird reason.


 

Posted

Quote:
Originally Posted by TommyBoyTrD View Post
If they changed the Brute ATO bonus to ADDITIONAL fury (cause like I said, you can't get past 80 without the temp), instead of % faster fury generation, I would be all over that.
They did It's changed on beta now - 5 fury ever time it procs, 7 for the superior version.


 

Posted

Quote:
Originally Posted by Hopeling View Post
They did It's changed on beta now - 5 fury ever time it procs, 7 for the superior version.
So brutes can actually get to the fury cap?


 

Posted

Quote:
Originally Posted by TommyBoyTrD View Post
So brutes can actually get to the fury cap?
Yes.

It is making me think of Staff/ELA on a brute now... running Body for endurance management.