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Posts posted by Obus Form
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Hello COH RP community
I recently started delving into the COH storyline (after having never read the in game storyline details except for the sunset AMA interview post) and decided to try adding a bio to my fully incarnated crab Spider SoA. The problem is that he's "Natural" origin and all his attacks use the little gun (not even the spider backpack) that all SoA archetype uses in the early levels. Anyone have any ideas or suggestions on an interesting back story or a way to logically explain how his powers/attacks become so powerful as an incarnate when he's shooting everything from his tiny BB gun as a "Natural" origin character?
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Hello SoA Veterans!
Looking for insight into optimizing my build with input from some SoA veterans. I've got experience reaching softcaps on brutes/tanks but haven't tried so for SoAs. Really appreciate your time and feedback since I'm new to this archetype. Although crabs seem to really need a review from devs due to redraw, bad animation time, I picked SoA attacks for the best damage per animation. I also picked crab because of my brute/tank playstyle requiring the feeling of invulnerability with high defense/res/heal + 24/7 mez protection (e.g. can't stand Peacebringer lightform buff running out or not giving enough mez protection, or Defender builds must all be bubble or sonic primary due to 24/7 mez protection)
Goals:
- Softcap normal content defense without worrying about Incarnate defense softcap (due to overabundance of team Defense team buffs)
- 95% chance to hit everything when soloing +4 x8 in Dark Astoria missions
- Best team player: Leadership power pool + SoA leadership buffs are a must, slotting -resistance procs for single target damage powers when team is gunning through AVs or GMs
- Have great damage (unsure what is considered "great or good" damage for Crab using SoA-only attacks for best damage per animation + procs)
- No pets because I can't stand pet management and long recharge powers
- Exemping is still doable/fun
Alternative goals:
- Softcap
- Highest DPS possible for (without relying on pets or long recharge powers)
Attach Chain:
Single target: Single Shot --> Burst --> Single Shot --> Gloom (sometimes team recharge buffs allow attach chain to be Single Shot -> Burst -> Gloom)
AOE: Venom Grenade --> Frag Grenade --> Dark Obliteration
Questions:
- How does my build compare to other team-orientated SoA builds?
- How is the DPS compared to Widows or other high-end DPS types (blasters, regen scrappers)?
This Villain build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsRebornClick this DataLink to open the build!
Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Soul MasteryVillain Profile:
Level 1: Single Shot- (A) Gladiator's Javelin - Chance of Damage(Toxic)
- (5) Touch of Lady Grey - Chance for Negative Damage
- (5) Shield Breaker - Chance for Lethal Damage
- (7) Thunderstrike - Accuracy/Damage/Endurance
- (7) Devastation - Damage/Endurance
- (13) Achilles' Heel - Chance for Res Debuff
Level 1: Crab Spider Armor Upgrade
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (39) Steadfast Protection - Resistance/+Def 3%
- (48) Impervium Armor - Psionic Resistance
Level 2: Burst
- (A) Gladiator's Javelin - Chance of Damage(Toxic)
- (9) Touch of Lady Grey - Chance for Negative Damage
- (9) Shield Breaker - Chance for Lethal Damage
- (11) Thunderstrike - Accuracy/Damage/Endurance
- (11) Superior Winter's Bite - Accuracy/Damage/Endurance
- (13) Achilles' Heel - Chance for Res Debuff
Level 4: Super Speed
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 6: Maneuvers
- (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
- (33) Shield Wall - Defense/Endurance
- (33) Shield Wall - Defense/Recharge
- (33) Shield Wall - Defense/Endurance/Recharge
- (45) Shield Wall - Defense
Level 8: Stealth
- (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
- (48) Shield Wall - +Res (Teleportation), +5% Res (All)
- (50) Shield Wall - Defense
- (50) Shield Wall - Defense/Endurance
- (50) Shield Wall - Defense/Endurance/Recharge
Level 10: Tactical Training: Maneuvers
- (A) Reactive Defenses - Scaling Resist Damage
- (34) Reactive Defenses - Defense/Endurance/RechargeTime
- (34) Reactive Defenses - Defense/RechargeTime
- (34) Reactive Defenses - Endurance/RechargeTime
- (37) Reactive Defenses - Defense/Endurance
- (39) Reactive Defenses - Defense
Level 12: Venom Grenade
- (A) Superior Spider's Bite - RechargeTime/Global Toxic
- (15) Superior Dominion of Arachnos - Accuracy/Damage
- (15) Superior Dominion of Arachnos - Damage/Recharge
- (17) Superior Dominion of Arachnos - Accuracy/Damage/Recharge
- (17) Superior Dominion of Arachnos - Damage/Endurance/Recharge
- (23) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge
Level 14: Assault
- (A) Endurance Reduction IO
Level 16: Tactical Training: Assault
- (A) Endurance Reduction IO
Level 18: Frag Grenade
- (A) Positron's Blast - Damage/Endurance
- (19) Positron's Blast - Chance of Damage(Energy)
- (19) Positron's Blast - Accuracy/Damage/Endurance
- (21) Positron's Blast - Damage/Range
- (21) Positron's Blast - Damage/Recharge
- (23) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
Level 20: Tactical Training: Leadership
- (A) Adjusted Targeting - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 22: Boxing
- (A) Empty
Level 24: Fortification
- (A) Unbreakable Guard - RechargeTime/Resistance
- (25) Unbreakable Guard - Resistance
- (25) Unbreakable Guard - Resistance/Endurance
- (27) Unbreakable Guard - Resistance/Endurance/RechargeTime
- (27) Impervium Armor - Psionic Resistance
Level 26: Tough
- (A) Unbreakable Guard - +Max HP
- (39) Unbreakable Guard - Resistance
- (40) Unbreakable Guard - Resistance/Endurance
- (40) Unbreakable Guard - Resistance/Endurance/RechargeTime
- (40) Impervium Armor - Psionic Resistance
Level 28: Serum
- (A) Preventive Medicine - Chance for +Absorb
- (29) Preventive Medicine - Heal/RechargeTime/Endurance
- (29) Preventive Medicine - Heal/RechargeTime
- (31) Preventive Medicine - Endurance/RechargeTime
- (31) Preventive Medicine - Heal/Endurance
- (31) Preventive Medicine - Heal
Level 30: Weave
- (A) Shield Wall - Defense
- (45) Shield Wall - Defense/Endurance
- (46) Shield Wall - Defense/Recharge
- (46) Shield Wall - Defense/Endurance/Recharge
Level 32: Combat Training: Defensive
- (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
- (45) Red Fortune - Defense
Level 35: Gloom
- (A) Apocalypse - Damage
- (36) Apocalypse - Damage/Endurance
- (36) Apocalypse - Accuracy/Recharge
- (36) Apocalypse - Accuracy/Damage/Recharge
- (37) Apocalypse - Chance of Damage(Negative)
- (37) Gladiator's Javelin - Chance of Damage(Toxic)
Level 38: Hasten
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
Level 41: Dark Obliteration
- (A) Ragnarok - Damage/Endurance
- (42) Ragnarok - Damage
- (42) Ragnarok - Damage/Recharge
- (43) Ragnarok - Accuracy/Damage/Recharge
- (43) Ragnarok - Accuracy/Recharge
- (43) Positron's Blast - Chance of Damage(Energy)
Level 44: Mental Training
- (A) Run Speed IO
Level 47: Grant Invisibility
- (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 49: Infiltration
- (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 1: Conditioning | Hidden
Level 1: Brawl -
Bump. Hoping for a 2021 update to these statistics
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19 hours ago, Yomo Kimyata said:
I don't get a chance to play-play every day, because I have a lot of short interruptions throughout my day and evening. That said, it's the sort of thing that is superb for marketing. I find it meditative and peaceful, and I would absolutely play the /AH game even if there wasn't the opportunity to punch Hellions in the head. I run through my go to circuits and then check to see how supply is looking in some of the less liquid sectors. Under ten available? That will not do! And so I spit out another ten, or thirty, or fifty until the next time. I'm not working for free, but I am absolutely keeping the wheels of supply greased. If I were able to run statistical arbitrage this easily in real life, I'd be so wealthy that I would have pet monkeys trained to type this message out for me instead of my typing it myself like some Stone-Age barbarian.
I'm pretty sure I dinged 300bn over the weekend, but verifying that would involve logging onto all my alts and, again, I don't currently have trained monkeys to do it for me. Yet.
Glad you're still here and grats on beating 300bn!! What have I missed over the last 8 months?
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1 hour ago, Sir Myshkin said:
Nothingeally jumps out as egregious, you've got enough accuracy across the board, you've balanced your proc to enhancement ratio well enough. One bit I could suggest is just doing a revision of slot placement for certain sets. Unbreakable Guard gives 3.13% Melee at four pieces, and you're using three pieces of that set in four different powers which means you could potentially gain 12.5% Melee, and with Maneuvers providing a slight bit more to Tankers in-game than Mids reports, you'd be pretty close to 40% there. You have two slots in Jab, cannibalize those for sure because the power isn't worth using (I know you're stuck with it, but you don't/shouldn't have any need to use it).
Appreciate the feedback. Yeah unsure what to do with jab lol.
I actually was trying to forgo defense completely since I'm capped at resistance. I only did 3 slots and not 4 for unbreakable was because I didnt want to go for defense at all I understand it's odd that I took maneuvers and fully slotted the Cloak of Darkness, which was to really get set bonus and reduce end cost of it since it's a nice perk to stealth sometimes.
I took maneuvers and weave simply as a LOTG and 4 piece mule to get the energy resist to cap energy resists, my understanding being that capped resistance + dark armours heal would make me unkillable when tanking.
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Really intriguing stuff here!
Would any of the Tanker vets mind giving my build a look over? It's a Dark Armour/SS. Aimed for capped S/L/E/Ne/Psi, with as much proccing as possible and using rage on CD. Thank you in advance 😃
Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designerClick this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy MasteryHero Profile:
Level 1: Death Shroud -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(5), SprMghoft-Dmg/Rchg(11), SprMghoft-Acc/Dmg(25)
Level 1: Jab -- TchofDth-Dam%(A), TchofDth-Acc/Dmg/EndRdx(15), Mk'Bit-Dam%(15)
Level 2: Punch -- TchofDth-Dam%(A), TchofDth-Acc/Dmg/EndRdx(43), Mk'Bit-Dam%(46), Mk'Bit-Acc/Dmg(46), GldStr-%Dam(46), GldStr-Acc/Dmg(48)
Level 4: Super Speed -- BlsoftheZ-ResKB(A)
Level 6: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(7)
Level 8: Murky Cloud -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(9), StdPrt-ResDam/Def+(11)
Level 10: Obsidian Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-ResDam/EndRdx/Rchg(13)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), BlsoftheZ-ResKB(19)
Level 14: Haymaker -- TchofDth-Dam%(A), TchofDth-Acc/Dmg/EndRdx(23), Hct-Dam%(23), Hct-Dmg/EndRdx(25), GldStr-%Dam(43), GldStr-Acc/Dmg(43)
Level 16: Kick -- Empty(A)
Level 18: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(17), UnbGrd-ResDam/EndRdx(17)
Level 20: Cross Punch -- ScrDrv-Dam%(A), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Acc/Dmg(34), Obl-%Dam(19), Obl-Dmg(21), Mlt-Acc/EndRdx(21)
Level 22: Cloak of Darkness -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(31), Rct-Def/Rchg(31), Rct-EndRdx/Rchg(36), Rct-Def/EndRdx(36), Rct-Def(36)
Level 24: Knockout Blow -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg(33), TchofDth-Acc/Dmg/EndRdx(33), TchofDth-Dam%(33), UnbCns-Dam%(34)
Level 26: Dark Regeneration -- SprGntFis-Dmg/Rchg(A), SprGntFis-Acc/Dmg/Rchg(27), SprGntFis-Dmg/EndRdx/Rchg(27), Prv-Heal/EndRdx(37), Prv-Heal(37), Prv-EndRdx/Rchg(37)
Level 28: Rage -- AdjTrg-Rchg(A), AdjTrg-EndRdx/Rchg(29), AdjTrg-ToHit/Rchg(29)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/Rchg(40), ShlWal-Def(42), ShlWal-Def/EndRdx(42), ShlWal-Def/EndRdx/Rchg(42)
Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), ShlWal-Def(48), ShlWal-Def/EndRdx(50), ShlWal-Def/EndRdx/Rchg(50)
Level 35: Conserve Power -- RechRdx-I(A)
Level 38: Foot Stomp -- FrcFdb-Rechg%(A), Arm-Dam%(39), Arm-Dmg/EndRdx(39), Arm-Acc/Rchg(39), Arm-Acc/Dmg/Rchg(40), Arm-Dmg/Rchg(40)
Level 41: Physical Perfection -- PrfShf-End%(A)
Level 44: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(45), AdjTrg-ToHit/EndRdx(45), Empty(45)
Level 47: Taunt -- PrfZng-Taunt/Rchg/Rng(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Spr-EndRdx(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Vanguard Medal
Level 50: Musculature Radial Paragon
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My only comment is for T9 pet survivibility:
I think all T9 pets (Mastermind pets, Defender primary power pool pets too) should be treated similar to WoW hunter's pets, i.e. immune to enemy mobs AOE attacks and take 90% reduced damage from enemy mob single-target attacks. Recasting long-recharge T9 pets just to watch the pet die to 1 or 2 boss attacks makes many of those pets a non-useable power compared to other Archetype Primary Power Pool T9s, especially Brutes, Scrappers, Stalkers, Corrupters, Blasters, etc.
That's all.
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@aethereal love the idea and play style! I have some suggestions/feedback though:
If Super Reflexes is the ultimate version of no-resistance defense-based set, I would think Regen would be the ultimate version of a no-defense low-resistance Self Healing, +Regen, and +Max Health based set (no absorb mechanic).
To that end, your version of Instant Healing being, for example, 5% isn't bad because when it's fully slotted it would be 10% heal on a short (5 second?) CD that is reduced to 30% of its original CD (1.5 second?) after slotting. However, I would say the constant clicking of it is silly since people will want to it on Autocast, which will end up getting macro'd to be a toggle autocast between, for example, turning on a travel power (out of combat) and auto casting Instant Healing (in combat). I think the biggest caveat to enjoyment/hate of using a constant-click heal would be the animation and requirement or lack-there-of of standing still. E.G. Crab Soldier's Serum heal requires you to stand still, brandish a needle, stab yourself, see the green, "aaahhhh yesss" sound, then continue. Some heals like /Electric Armour barely interrupt attack animation chains at all. In keeping with your playstyle of "active healing" instead of /WP passive healing, I think a short animation similar to /Electric Armor heal would fit nicely.
Given /Regen's non-existent Defense, and low amount of Resistance, what do you think about having all of /Regen's passive powers all give Max Health such that a Tank/Brute reaches 90% of their maximum achievable +Max Health after slotting? I haven't done the math. However, just from poking in Mid's for years, it is my understanding that no brute/tank ever comes close to reaching 100% of their maximum achievable +Max Health. Therefore, if any /Armor Set would be the one to optimize Max Health, /Regen would fit the theme.
Lastly, I think the Resilience would have to give 100% immunity to -regen debuffs since a single tick of -regen would destroy this entire set.
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On 9/21/2020 at 6:10 PM, ceto555 said:
Hi folks,
Looking to create a Brute to solo door missions and solo whatever I can at 50 and maybe do so kind of raiding at end game. I've narrowed it down to claws/wp, kat/dark, and km/ea. Which of the three will give me the easiest time?
Thanks!
@ceto555 given your post count and question, if it's suitable for you, I suggest you pick one that fits your budget.
Also, when you say /EA do you mean /Energy Aura or /Electric Armor? /Energy Aura is usually written as /EnA and /Electric Armor is usually written as /Electric Armor.
To answer your question:
/WP needs $
/WP is the cheapest to make viable at level 50+4 door missions. 50+4 missions will require you to hit 45% defense, which is easily attainable on /WP. However, when your raid, you will need to focus more on resists than defense. Defense prevents enemies from hitting you while Resist makes you take less damage when you get hit. /WP, compared to /Dark Amor and /Electric Armor is rather low on resists. This means that there will be times during raiding where you eat A LOT of damage (usually done when you eat the Alpha Strike when engaging enemy groups/bosses/Archvillains).
/Dark Armour needs $$$$
/Dark Armor has very innate low defense, medium-high resists, and the best self-heal in the game. However, to maximize /Dark Armour you need A LOT of money. Actually, for the Brute class, /Dark Armour is probably the most expensive armor set to slot because it requires all the best top tier enhancement sets and an extremely well-planned build to truly off-set the endurance costs, reach the 45% soft cap for 50+4 missions, and due to the innately-lower-than-optimal energy resistance, reach medium-high resists for all damage types including Electric Damage, Psychic Damage, and Toxic Damage. Due to the self-heal in dark armor, you can essentially heal to full-life on your own every 10-15 seconds during boss fights. This is potentially game changing/raid saving if you know what/how/when you're doing.
/Electric Armor needs $$$
/Electric Armor has no defense at all, high resists, and a low self-heal. To reach 45% soft cap defenses for 50+4 missions requires a very well-planned build and the best enhancements in the game to maximize the build. In terms of raiding, since most end-game raids archvillains and mobs do Energy damage, /Electric Armor easily reaches 90% electric damage resistance, making it a very end-game armor set for Brutes looking to maintank bosses.
Conclusion:
If budget is an issue, choose /WP
If you want easy-to-use, choose /WP (no active heals)
All three choices allow you to tank 50+4 missions easily, but /WP doesn't need money to reach 45% softcap while /Dark Armor and /Electric Armor do need money to reach 45% softcap.
If you want end-game, have end-game experience and want a swiss army toolset, and you have $$$$, choose /Dark Armour
If you want end-game, have limited end-game experience and want an easier time passively tanking damage with only 1 button (self heal), and you have $$$, choose /Electric Armor
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On 9/3/2020 at 5:24 PM, Uun said:
Toxic yes, psi no. Elec gets the same 26.25% resistance to Psi that it gets to S/L/F/C. Also, most of the set bonuses that give Psi resist also give toxic resist (unless you're talking about the Impervium 6% and Aegis 5% Psi resist enhancements). I mixed UG, Impervium and Aegis sets on my /Elec in order to cap S/L resists and boost F/C and Psi resists.
I meant natively, /Elec Armor suffers from low resist to psy and toxic.
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11 hours ago, Uun said:
This is my current playing build. Just hit 50 and haven't started twinking it out with purples.
Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designerClick this DataLink to open the build!
Uunplugged: Level 50 Science Brute
Primary Power Set: Stone Melee
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy MasteryHero Profile:
Level 1: Stone Mallet -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15), Mk'Bit-Dam%(36)
Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-EndRdx/Rchg(23), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Max HP%(39)
Level 2: Heavy Mallet -- BrtFur-Acc/Dmg(A), BrtFur-Dmg/Rchg(3), BrtFur-Acc/Dmg/Rchg(5), BrtFur-Dmg/EndRdx/Rchg(11), BrtFur-Acc/Dmg/EndRdx/Rchg(17), BrtFur-Rchg/Fury(37)
Level 4: Lightning Field -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(7), ScrDrv-Dmg/Rchg(7), ScrDrv-Acc/Dmg/EndRdx(15), ScrDrv-Dam%(17), ScrDrv-Acc/Rchg(48)
Level 6: Conductive Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam(39), ImpArm-ResPsi(39), ImpArm-EndRdx/Rchg(48)
Level 8: Fault -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(9), Stp-Acc/EndRdx(9), Stp-Stun/Rng(19), Stp-Acc/Stun/Rchg(40)
Level 10: Static Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(40), Ags-ResDam(40), Ags-Psi/Status(48), Ags-EndRdx/Rchg(50), Ags-ResDam/EndRdx/Rchg(50)
Level 12: Super Jump -- WntGif-ResSlow(A)
Level 14: Boxing -- Acc-I(A)
Level 16: Grounded -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42)
Level 18: Seismic Smash -- UnrFur-Acc/Dmg(A), UnrFur-Dmg/Rchg(19), UnrFur-Acc/Dmg/Rchg(21), UnrFur-Dmg/EndRdx/Rchg(21), UnrFur-Acc/Dmg/EndRdx/Rchg(34), UnrFur-Rchg/+Regen/+End(42)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(23), Ags-ResDam/EndRdx/Rchg(25), Ags-ResDam(43)
Level 24: Weave -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/EndRdx/Rchg(29), GifoftheA-Def(31)
Level 26: Hurl Boulder -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(27), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(29), SuddAcc--KB/+KD(34)
Level 28: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(31), NmnCnv-Heal/Rchg(31), NmnCnv-Heal/EndRdx/Rchg(42), NmnCnv-Heal(43), NmnCnv-Regen/Rcvry+(43)
Level 30: Taunt -- PrfZng-Dam%(A)
Level 32: Tremor -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(45)
Level 35: Power Sink -- PreOptmz-EndMod/End(A), PreOptmz-EndMod/Rech(36), PreOptmz-EndMod/End/Rech(36)
Level 38: Superior Conditioning -- PwrTrns-+Heal(A)
Level 41: Physical Perfection -- Prv-Absorb%(A), Prv-Heal(50)
Level 44: Energy Torrent -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(45), Bmbdmt-Dam/Rech(45), Bmbdmt-Acc/Dam/Rech(46), Bmbdmt-Acc/Dam/Rech/End(46), Bmbdmt-+FireDmg(46)
Level 47: Build Up -- GssSynFr--Build%(A)
Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
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I think it could use a few tweaks to get closer to softcap or just hit the S/L softcap directly. Also there's no need to really hit 90% S/L since around 70% does enough mitigation to prevent 2 shotting you from large boss attacks (outside of giant attacks meant to 1-shot you).
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On 9/3/2020 at 3:05 PM, Arkk0n said:
I'm curious what folks think of TW/Regen? It seems to hit the same points that /Inv and /WP do - few clickables, good passives, +END. How does Regen compare to these two, when paired up with TW?
Edit: After discussing it on the Discord, I realize Regen actually has a lot of clicks and is not a great choice. Rad Armor sounds much more like what I want!
As you mentioned, regen has some clicks. But really the biggest and most specific down fall of /Regen is the entire set. Period.
The least click is /WP (absolutely 0 clicks) or /Elec Armor which only has one short animating heal that also gives a global endurance discount.
Rad armour has many clicks (heal, shield, PBAoE damage, an actually useful T9)
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Cool @Uun, would you mind posting your build?
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On 6/20/2020 at 7:02 AM, Crysis said:
You’ll just have to get used to puckering up when facing +4/x8 Arachnos. Depending on the primary, it’s possible to get your /Elec Brute up to decent levels of Ranged DEF, at least within a small luck of softcap. But you’ll still find the debuffs landing and starting a cascading failure.
What works well for me with Arachnos is herding. That pulls the ranged attackers in close, makes it easier for me to kill them along with everyone else.
This very much.
Herding is probably the one true skill required of brutes/tanks regardless of your armor power set. Using taunt to pull in ranged enemies or Line of Sighting ranged enemies to have them run to you is the difference between an enjoyable run and a great run. It's also the difference between one tank living and one dying, even if both are identically built.
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Assuming you have the money, I think it's best to aim for S/L soft cap. Due to the way set bonuses work, aiming for S/L soft cap will auto soft cap you to melee. I just find that S/L soft cap covers virtually all melee attacks and many ranged/some AOE too.
Edit:
Wanted to add that /Elec Armor brutes suffer from low Psy and low Toxic resist. Due to the prevalence of Psy damage and lack of Toxic damage in iTirials (i'm generalizing), i've chosen to use extra 4-5 slots to get Psy resist (currently at 60+%) rather than looking for set bonuses to slot toxic resists. Not that end-game iTrials don't have toxic damage (the Hamidon mobs in Underground iTirial), but it's much less prevalent than Psy damage in iTrials (entire MoM iTrial, Seer-type mobs in iTrials).
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On 8/31/2020 at 4:49 PM, Mo'Fire said:
For those who do not know, The Scrapper Class was nerfed a long time ago shortly after AE come out and before ATO sets come about.
What they did was change the ability to evade attacks from soft cap defences and cap resists and also a critical hit nerf.
When AE 1st hit live me and my pals was doing these fire farms everyone is doing now but with ONLY elites bosses with a Spines/Fire/Fire.
Now with soft cap defences and cap resists the Scrapper class cannot do AE farms effectively.
Personally I want to play a Scrapper but every time I level 1 to 50 I slot it and play it for a day and unslot it because I have got in the back of my mind how good Scrappers used to be, and those IO's are better used in a Blaster Brute or Tank.
This show with the live class stats
Maybe you haven't heard but in the next issue, scrappers are getting... scrapped.
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Titan Weapons/Any Armor with a damaging Aura or damage-boosting armor set.
Titan Weapons/Elec Armor
Titan Weapons/Dark Armor (if you already have lots of money)
Titan Weapons/Bio Armor (the best damage-related armor set to compliment Titan Weapons)
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Psi-Blades
in Brute
To be frank, Psi-Melee is one of the lowest performing sets: slow animations, small AOE raidius, heavily resisted by robots (which is like 1/3 of all iTrial enemies), "insight" mechanic being not-timeable to maximize DPS window on enemies.
Would recommend any other DPS set with /Dark Armor or /Elec Armor, such as Super Strength, Stone Melee, Claws, Titan Weapons, etc.
If you have to go Psi-Melee, also take Cross Punch from the Fighting power pool. Assuming you take kick + punch for the bonus to Cross Punch's damage, Cross Punch is nice a nice Cone AOE melee damage filler used in many top builds (except weapon-based sets such as Titan Weapons, Claws, etc).
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Depends on your budget:
Rich:
The richer you are, the more you can look into resist-based end-game armors like /Dark Armour and /Elec Armor that cost $$$$ to fully IO to allow you to reach the soft cap 45% through IOs alone. You also need to know that Stone Melee has one of the highest endurance costs. You will need $$ to slot your attacks to ensure you don't run out of endurance during a 5-8 minute AV fight in iTrials when you're spamming attacks.
Poor:
The poorer you are, the more you'll look into reaching the softcap 45% by a semi-defence semi-resist based all-around sets such as /Energy Aura and /Willpower.
There are also fringe armor sets like /Bio Armor that are there for damage. However, /Bio Armor is most favoured with Titan Weapons, not Stone Melee.
Below I will outline /Dark Armour and /Elec Armour choice. I use these two because, in iTriails you will want to use a resist-based set instead of defence-based set for tanking AVs. You will also want a resist-based set that has it's own heal for Oh-Shit moments instead of relying on your healer. /Dark Armour and /Elec Armor are resist-based armor sets with active heals. /Radiation Armor works but I don't like that it has no heal. It has higher regen, but not having an active heal scares me when main tanking AVs and, in my experience, can cost the raid a badge when you go badge hunting (specifically, this one https://archive.paragonwiki.com/wiki/Triple_Threat_Badge)
Dark Armour choice:
If you roll Dark Armour, you MUST use an optimized build to supplant all your endurance needs and get both passive accolades that increase your endurance cap. /Dark Armour is endurance heavy when you use that /Dark Armour heal. Note that you don't have to use Cardiac Alpha to make it work. My 50+3 Stone Melee/Dark Armour brute tanks ITrials very well, does very high single target DPS. Using both passive end-boosting accolades + optimized IO build, I have no endurance problems ever, even while exemplared. I can face tank anything and I never run out of endurance, however, it cannot be stressed enough, you must have $$$$ and an optimized build to do this.
Elec Armor
If you roll Elec Armor, you SHOULD use an optimized build to reach 45% S/L defence because /Elec Armor has no passive defence unlike /Dark Armor. The 45% isn't for iTrials. It's for tanking daily normal level 54 content. /Elec Armor's heal actually gives you a 30-second endurance discount to ALL your powers so /Elec Armor technically never has endurance issues.
As previously stated, I don't recommend many other armor sets simply because they under perform. Given the prevelance of energy damage in iTrials, /Elec Armor is an obvious choice with capped energy resistance, damage aura for passive tanking, and an active heal. /Dark Armour, has the best self-heal in the game, self rez, self stealth, damage aura for passive tanking, and can reach 65-70% energy resistance, almost cap Psy resistance.
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Depends on your goals:
- Stone Armor is good for tanking certain iTrial fights, costume flavouring (looks much better than cancer victim Bio Armor), and uniqueness (nobody rolls it now a days).
- Stone Armor is not good in general. See below
Viable but not good:
Tanking level 54 content it is "viable" but because everyone at level 50 will be fully IOd and Incarnated, you will never need to actually "tank" something. (Without Granite Armor) Rooted, which prevents you from moving, and Granite armor (making Roote obsolete given the content difficulty), which prevents you from running/jumping, is therefore highly disappointing given the fast clearing speed of level 54 groups.
Tanking Incarnate trials in Granite Armor is "viable" as long as you don't have to move and are not tanking Psy damage. Therefore, the MoM trials is Granite Armor's achille's heel, and certain fights that require you to move (most of the Magisterium trial) are not ideal because Granite does not allow you to move fast enough. You also don't want to de-toggle Granite Armour because, as an aggro holder, you will inadvertantly take damage and possibly die.
As @Bopper mentioned, given the damage/recharge penalty of Granite Armor, Stone Armor is therefore best optimized on Tank archetypes specifically looking to "tank" only. Since brutes are actually lesser-HP-Tanks-that-actually-do-damage, I would not roll Stone Armor on any brute.
Stone Armor is essentially non-viable given its penalties AND because virtually all other resist-based armor sets do NOT give damage/recharge/movement penalties of Granite Armor/Rooted, provide a similar good heal on the same or faster cooldown, AND have some good resists to the difficult-to-resist-types such as Psy and Toxic damage or other fringe benefits outside of "resist damage".
Conclusion:
Unless rolling for flavour, unicorn uniqueness, or style points, Stone Armor is very obsolete.
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3 hours ago, Ura Hero said:
He needed a book for a class and he had used all of his funds on his other books. He freaked out when we bought it for him. Fast forward a few months and he needed a decent suit to go job hunting. We helped him out with that as well.
Ur a Hero!
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To be frank, performance wise, /Ice is one of the worst armor sets. Almost all the other armor sets perform better
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@Galaxy Brain I like how you liked all the posts, made me feel heard/special 🙂.
Thanks for making my day!!
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1 hour ago, Flurry said:
Thank you @Obus Form. This is very helpful. The stone pebbles are definitely a selling point!
If you turn up graphics you can see tons of pebbles laying on the ground that bounce/shake/etc. Really neat visual! 😀
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Night Tank
in Arachnos Soldier & Widow
Posted
Hey @Bopper I created a similar build but forced some personal power choices instead. Question for you: At the same %165 extra recharge as your build, why does my Mids say that Mind Link CD is 88.55s with Hasten on?
Link to my build is below
This Villain build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn
Click this DataLink to open the build!
Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Speed
Villain Profile:
Level 1: Swipe
Level 1: Combat Training: Defensive
Level 2: Strike
Level 4: Mystic Flight
Level 6: Tactical Training: Maneuvers
Level 8: Follow Up
Level 10: Indomitable Will
Level 12: Arcane Bolt
Level 14: Lunge
Level 16: Spin
Level 18: Psionic Tornado
Level 20: Rune of Protection
Level 22: Foresight
Level 24: Mind Link
Level 26: Boxing
Level 28: Tough
Level 30: Weave
Level 32: Psychic Wail
Level 35: Aid Other
Level 38: Aid Self
Level 41: Mask Presence
Level 44: Hasten
Level 47: Tactical Training: Leadership
Level 49: Tactical Training: Assault
Level 1: Conditioning | Hidden
Level 1: Brawl