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Errants

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Everything posted by Errants

  1. You can get stuff prepped if you want, but don't bother with the Parser right now, it's on hold until I find better hosting. Copy that, I'll take the 2+ hours to unpack and 1TB of data from my storage once we're back up and running.
  2. Trying to join in myself... hope I'm not too late to the party. Unzipping the archive now, still seeding the torrent.
  3. I remember you. :P It seems a lot of Infinites have set up on Indomitable. I've made an Ironblade on every server (except Reunion) so maybe I should level up the one on Indom. Very UnsUre if that is a good or a bad thing... And yes, of coUrse we went to Indomitable! It's spelled the same as Infinity, and we're all dUmb here...
  4. Have you swapped to using Level 25/30 generics, for better parity to SO level slotting? Because if you're still running 50's in those builds, it's not as helpful. Also, here's an SO/Common IO DM/SR build, power choices and slots for leveling... Not too bad. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! SO'd DM/SR: Level 50 Natural Scrapper Primary Power Set: Dark Melee Secondary Power Set: Super Reflexes Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Shadow Punch -- Acc-I:30(A), Dmg-I:30(3), Dmg-I:30(7), Dmg-I:30(21), EndRdx-I:30(34) Level 1: Focused Fighting -- DefBuff-I:30(A), DefBuff-I:30(5), DefBuff-I:30(13), EndRdx-I:30(37) Level 2: Smite -- Acc-I:30(A), Dmg-I:30(3), Dmg-I:30(7), Dmg-I:30(21), EndRdx-I:30(34) Level 4: Focused Senses -- DefBuff-I:30(A), DefBuff-I:30(5), DefBuff-I:30(13), EndRdx-I:30(37) Level 6: Agile -- DefBuff-I:30(A), DefBuff-I:30(17), DefBuff-I:30(40) Level 8: Siphon Life -- Acc-I:30(A), Heal-I:30(9), Heal-I:30(9), Heal-I:30(31), Acc-I:30(43), EndRdx-I:30(48) Level 10: Practiced Brawler -- RechRdx-I:30(A), RechRdx-I:30(11) Level 12: Kick -- Acc-I:30(A) Level 14: Tough -- ResDam-I:30(A), ResDam-I:30(15), ResDam-I:30(15), EndRdx-I:30(39) Level 16: Dodge -- DefBuff-I:30(A), DefBuff-I:30(17), DefBuff-I:30(40) Level 18: Dark Consumption -- Acc-I:30(A), RechRdx-I:30(19), RechRdx-I:30(19), RechRdx-I:30(29), Acc-I:30(43), EndMod-I:30(48) Level 20: Quickness -- Run-I:30(A) Level 22: Weave -- DefBuff-I:30(A), DefBuff-I:30(23), DefBuff-I:30(23), EndRdx-I:30(37) Level 24: Hasten -- RechRdx-I:30(A), RechRdx-I:30(25), RechRdx-I:30(25) Level 26: Soul Drain -- Acc-I:30(A), RechRdx-I:30(27), RechRdx-I:30(27), RechRdx-I:30(29), Acc-I:30(42), EndRdx-I:30(43) Level 28: Lucky -- DefBuff-I:30(A), DefBuff-I:30(31), DefBuff-I:30(40) Level 30: Combat Jumping -- DefBuff-I:30(A), DefBuff-I:30(50), DefBuff-I:30(50) Level 32: Midnight Grasp -- Acc-I:30(A), Dmg-I:30(33), Dmg-I:30(33), Dmg-I:30(33), EndRdx-I:30(34) Level 35: Evasion -- EndRdx-I:30(A), DefBuff-I:30(36), DefBuff-I:30(36), DefBuff-I:30(36) Level 38: Elude -- RechRdx-I:30(A), RechRdx-I:30(39), RechRdx-I:30(39) Level 41: Conserve Power -- RechRdx-I:30(A), RechRdx-I:30(42), RechRdx-I:30(42) Level 44: Physical Perfection -- EndMod-I:30(A), EndMod-I:30(45), EndMod-I:30(45), Heal-I:30(45), Heal-I:30(46), Heal-I:30(46) Level 47: Touch of Fear -- Acc-I:30(A), EndRdx-I:30(48) Level 49: Assault -- EndRdx-I:30(A) Level 1: Brawl -- Acc-I:30(A) Level 1: Critical Hit 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: Sprint -- EndRdx-I:30(A) Level 2: Rest -- IntRdx-I:30(A) Level 4: Ninja Run Level 2: Swift -- Run-I:30(A) Level 2: Health -- Heal-I:30(A), Heal-I:30(46), Heal-I:30(50) Level 2: Hurdle -- Jump-I:30(A) Level 2: Stamina -- EndMod-I:30(A), EndMod-I:30(11), EndMod-I:30(31) ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1461;560;1120;HEX;| |78DA8D945B73D24018863721885028A5B5074A1328F680A44D61F4DE1945BD697A8| |A5E3399B26D1999121318E1D23FE3A5FFCCC33F885FD837084B1DCD0CF364DFEFB8| |CBB7B147ADECB7775F5E3265F975CF0D82B673EDBB9EC7FDD4993B18FA6E8FD1937| |1CE0F3B95967DE25CA568598C7DDA36EF716EB55CFFA3782D4F2D2D7EC3EF036E39| |C36875C56F7A7CC40396BBE8F77BD6DBEEEDDDA07B7F9B99AC1C8FF34E76F27ACA5| |D8FF47CBCE8703FB8EB7A85375EF7DA7AD5EF8CDBB61B0CB83FDEA236F6E9F729EA| |67F2841ADB26E81A5375C147E013707757D08E6294494C821942D3C02CB8075F3F0| |557CAAFFC67FE338A49207FE21FF9CFC937297CD5246C2BE02138241FB1CD309942| |0F8FF7E6698075D84F90FF8202D32256499B42CB802AD996848D2D212E415A0EBDE| |78E84B62CF100B92FC9378FDEF37FE9FD33F914262718260BA8B16ACE73C7947AAF| |0846B3B626F2B3B5639C2369EBE86F1D353624C6675B25DF4DB13F751335B6248EC| |8A788FE8AA8BF6DCE33EEEF19EC75E47728B684FD9750DB90F6BF413E3A7C74684D| |8963F22963C6CAA851D11F663C63EF29A68A73A8427B6A3CCC0F297157A21EF6B19| |703894E82B11A7C6AF17E257ECD31668A9A4913FFD1914CCCE1B1C401F560610E2D| |694657C9D6C01C36A0ED68D37BCDE27B5DD6A6F736ACCFDA437A586341692E28CF1| |794170BCAE9AC12DF226DFA15604A4968E915BAE5420BBF67C88E495530A93FFF68| |AA229D4613FC311B5713DAAFD9389C6A0634C0DF45C0AD1A| |-------------------------------------------------------------------|
  5. So, I've found a new main (Legacy Main was Kat/Regen Scrapper, my namesake on these boards)... And I'm loving it. However, I'm sure he can be made better. Slotting is 1/2 of what I have on Live right now, using all attuned IO's for anything that's giving me set bonuses, and regular/enhanced for generic/singletons. All the Defenses and Incarnates are current, working on replacing SO placeholders with the actual IO's on the attacks. Absolutely silly againt pretty much any content... Cascading Defense Failure or inattention and Endurance Crashes are my only worries... Ageless helps to solve that. Also, currently have parts of the Critical Strike set in Spine Burst, and Scrapper's Strike in Ripper... Swapping once I get more pieces of the attack enhancements, and I feel like doing another respec, as I'm tired of waiting 3 seconds for my Critical Strike proc. So, how can I make him better? With the current hybrid build of SO's/IO's, I'm doing most 50 general content at +2x8. Vanguard suck... And psychic heavy mobs hurt... But I can get through most with Shadows/Dull Pain/Bastion/Insps. I'd like to get up to soloing AV's... I managed against Duray on a failed Duo of Market Crash, but lost to a Synapse in a mission. +4x8 would be cool, but not required, he's not a farmer, he's a Scrapper. He's here to kill. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Penitentes: Level 50 Natural Scrapper Primary Power Set: Spines Secondary Power Set: Ice Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Lunge -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(3), SprBlsCol-Acc/Dmg/EndRdx:50(7), SprBlsCol-Acc/Dmg/Rchg:50(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(40), SprBlsCol-Rchg/HoldProc:50(46) Level 1: Frozen Armor -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(5), LucoftheG-Def/EndRdx:50(5) Level 2: Spine Burst -- SprScrStr-Acc/Dmg:50(A), SprScrStr-Acc/Dmg/Rchg:50(3), SprScrStr-Dmg/EndRdx/Rchg:50(11), SprScrStr-Acc/Dmg/EndRdx/Rchg:50(39), SprScrStr-Rchg/+Crit:50(43) Level 4: Chilling Embrace -- EndRdx-I:50(A) Level 6: Build Up -- RechRdx-I:50(A), RechRdx-I:50(7) Level 8: Impale -- Apc-Dmg:50(A), Apc-Acc/Dmg/Rchg:50(9), Apc-Acc/Rchg:50(9), Apc-Dmg/EndRdx:50(37), Apc-Dam%:50(43) Level 10: Wet Ice -- EndRdx-I:50(A) Level 12: Hoarfrost -- Prv-Absorb%:50(A), Prv-Heal:50(13), Prv-Heal/Rchg:50(13), Ags-ResDam/Rchg:50(23), Ags-EndRdx/Rchg:50(46), Ags-ResDam/EndRdx/Rchg:50(46) Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15) Level 16: Glacial Armor -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(17), LucoftheG-Def/EndRdx:50(17) Level 18: Quills -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(19), SprAvl-Acc/Dmg/EndRdx:50(19), SprAvl-Acc/Dmg/EndRdx/Rchg:50(36), SprAvl-Rchg/KDProc:50(40) Level 20: Energy Absorption -- GifoftheA-Run+:40(A), GifoftheA-Def/EndRdx:40(21), GifoftheA-EndRdx/Rchg:40(21), GifoftheA-Def/EndRdx/Rchg:40(23), EffAdp-EndMod/EndRdx:50(31) Level 22: Kick -- Acc-I:50(A) Level 24: Tough -- Ags-ResDam:50(A), Ags-ResDam/EndRdx:50(25), Ags-ResDam/EndRdx/Rchg:50(25) Level 26: Ripper -- SprCrtStr-Acc/Dmg:50(A), SprCrtStr-Dmg/Rchg:50(27), SprCrtStr-Acc/Dmg/Rchg:50(27), SprCrtStr-Dmg/EndRdx/Rchg:50(34), SprCrtStr-Acc/Dmg/EndRdx/Rchg:50(40), SprCrtStr-Rchg/+50% Crit:50(45) Level 28: Permafrost -- GldArm-3defTpProc:50(A), StdPrt-ResDam/Def+:30(29), UnbGrd-Max HP%:50(29) Level 30: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(31), LucoftheG-Def/EndRdx:50(31) Level 32: Throw Spines -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(33), SprFrzBls-Acc/Dmg/EndRdx:50(33), SprFrzBls-Acc/Dmg/Rchg:50(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(34), SprFrzBls-Rchg/ImmobProc:50(34) Level 35: Icicles -- OvrFrc-Acc/Dmg:50(A), OvrFrc-End/Rech:50(36), OvrFrc-Acc/Dmg/End:50(36), OvrFrc-Dmg/End/Rech:50(37), OvrFrc-Acc/Dmg/End/Rech:50(37) Level 38: Icy Bastion -- Ags-ResDam/Rchg:50(A), Ags-ResDam/EndRdx/Rchg:50(39), Ags-Psi/Status:50(39) Level 41: Dark Blast -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(42), SprWntBit-Acc/Dmg/EndRdx:50(42), SprWntBit-Acc/Dmg/Rchg:50(42), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(43), SprWntBit-Rchg/SlowProc:50(48) Level 44: Shadow Meld -- LucoftheG-Rchg+:50(A), LucoftheG-Def/Rchg:50(45), LucoftheG-Def/EndRdx/Rchg:50(45) Level 47: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(48), ShlWal-ResDam/Re TP:50(48), Rct-ResDam%:50(50), Ksm-ToHit+:30(50) Level 49: Assault -- EndRdx-I:50(A) Level 1: Brawl -- Acc-I:50(A) Level 1: Critical Hit 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: Sprint -- Clr-Stlth:50(A) Level 2: Rest -- IntRdx-I:50(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- NmnCnv-Regen/Rcvry+:50(A), Pnc-Heal/+End:50(50) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(15) Level 50: Agility Core Paragon Level 50: Ion Judgement Level 50: Diamagnetic Total Radial Conversion Level 50: Cimeroran Core Ally Level 50: Ageless Partial Radial Invocation Level 50: Assault Core Genome ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | 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  6. I'll toss out a vote on Spines/Ice - Very consistently strong, as long as I remember to watch my Endurance. Absolutely giddy to go into a spawn, Proc Critical Strikes, then dropping Throw Spines (10 target cap vs. Ripper's 5) and seeing Critical everywhere.
  7. Maybe I'm misremembering, but I thought SotW on Homecoming has a 10 second base recharge... wouldn't that make it stronger for the new PPM system? As the DPA of GC is only a little better than SotW... I know on Live, prior to the PPM changes, GD>GC>SD>GC was the go to chain (1,3,2,3 for my Kat/Regen), but I'm curious, as from what I remember on running HOmecoming numbers, SotW gets better PPM chances...
  8. You ain't kiddin', brother, welcome back. Hint: Indomitable is the new Infinity. It is even spelled the same!
  9. Wait, didn't it used to be a Rocket Launcher on Live? Another AR/Nrg/MM melee-less from Live here. It used the Frankengun, it was hilarious to use with a spotter and BR/BU to snipe invisibly... and it sucked. It it weren't for concept (B B Hood - Darkstalkers/MvC tribute toon), I'd've gotten something better. The entire Munitions pool is... Meh.
  10. Specifically, the Hold and the Confuse early are two hard controls, effectively. I skipped the lowbie lowbie levels, courtesy of DFB, but have been playing it in regular content up through level 29 now. I'm playing mine in Melee, as with Haunt, ST Hold, Possess, and the Stun, I'm relatively safe solo, and giggle inducing on teams. Ran multiple summer blockbusters, and have had to remember to NOT confuse the AV's at times for badge credit. I'm ignoring the cones, and my build is with power picks and slotting as I'm playing/intending to level it. So, whatchu got on it? ^_^
  11. 1) You might want to specify you're using Level 50 generics. I'm certain that most would look and assume you're using 25/30's, if using solely generic IO's. 25/30's also dovetail with the relative strength of SO enhancements, which tend to make building easier for new players, as they're using similar building blocks to what's provided as drops by the game, and what a powerset has been balanced around. Additionally, using level 50's winds up with you being in a weird spot of both over-slotting and under-slotting on powers. Boosters can solve some of those issues, but then it stops being a beginner/basic build. 2) Are you looking at the DPS numbers in a vacuum for each power for your DPS increase? That would explain the outsize contribution of the +Rech versus the 3rd +Dam. Even using 50, and swapping to the 1 Acc/3 Dam/1 EndRed/1 Rech (I did that slotting as far out as you slotted the attacks, 3/4/5 slots), you wind up with slightly greater DPS when in a chain of powers, and you have higher individual damage per power... More damage dealt per hit means mobs die faster. So, with that in mind, here's my take on your challenge. Kept it ST, and didn't take the pulsing Disorient, with nothing to stack on the primary. Also, grabbed Overload, as it is an amazing power. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Science Stalker Primary Power Set: Radiation Melee Secondary Power Set: Energy Aura Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Soul Mastery Villain Profile: Level 1: Radioactive Smash -- Acc-I:30(A), Dmg-I:30(3), Dmg-I:30(3), Dmg-I:30(5), EndRdx-I:30(5) Level 1: Hide -- DefBuff-I:30(A), DefBuff-I:30(7), DefBuff-I:30(7) Level 2: Kinetic Shield -- DefBuff-I:30(A), DefBuff-I:30(9), DefBuff-I:30(9), EndRdx-I:30(11) Level 4: Power Shield -- DefBuff-I:30(A), DefBuff-I:30(13), DefBuff-I:30(15), EndRdx-I:30(15) Level 6: Assassin's Corruption -- Acc-I:30(A), Dmg-I:30(17), Dmg-I:30(17), Dmg-I:30(19), EndRdx-I:30(19) Level 8: Build Up -- RechRdx-I:30(A), RechRdx-I:30(21), RechRdx-I:30(21) Level 10: Entropy Shield -- EndRdx-I:30(A) Level 12: Placate -- RechRdx-I:30(A), RechRdx-I:30(23) Level 14: Kick -- Acc-I:30(A) Level 16: Tough -- ResDam-I:30(A), ResDam-I:30(23), ResDam-I:30(25), EndRdx-I:30(25) Level 18: Radiation Siphon -- Acc-I:30(A), Dmg-I:30(27), Dmg-I:30(27), Dmg-I:30(29), EndRdx-I:30(29) Level 20: Weave -- DefBuff-I:30(A), DefBuff-I:30(31), DefBuff-I:30(31), EndRdx-I:30(31) Level 22: Kinetic Dampening -- ResDam-I:30(A), ResDam-I:30(33) Level 24: Hasten -- RechRdx-I:30(A), RechRdx-I:30(33), RechRdx-I:30(33) Level 26: Devastating Blow -- Acc-I:30(A), Dmg-I:30(34), Dmg-I:30(34), Dmg-I:30(34), EndRdx-I:30(36) Level 28: Energy Drain -- RechRdx-I:30(A), RechRdx-I:30(36), RechRdx-I:30(36), EndRdx-I:30(37) Level 30: Maneuvers -- EndRdx-I:30(A), DefBuff-I:30(37), DefBuff-I:30(37), DefBuff-I:30(39) Level 32: Atom Smasher -- Acc-I:30(A), Dmg-I:30(39), Dmg-I:30(39), Dmg-I:30(40), EndRdx-I:30(40) Level 35: Energize -- RechRdx-I:30(A), RechRdx-I:30(40), RechRdx-I:30(42), Heal-I:30(42), Heal-I:30(42), Heal-I:30(43) Level 38: Overload -- RechRdx-I:30(A), RechRdx-I:30(43), RechRdx-I:30(43), Heal-I:30(45), Heal-I:30(45), Heal-I:30(45) Level 41: Dark Blast -- Acc-I:30(A), Dmg-I:30(46), Dmg-I:30(46), Dmg-I:30(46), EndRdx-I:30(48) Level 44: Shadow Meld -- RechRdx-I:30(A), RechRdx-I:30(48), RechRdx-I:30(48), DefBuff-I:30(50), DefBuff-I:30(50), DefBuff-I:30(50) Level 47: Assault -- EndRdx-I:30(A) Level 49: Combat Jumping -- DefBuff-I:30(A) Level 1: Assassination Level 1: Brawl -- Acc-I:30(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: Sprint -- EndRdx-I:30(A) Level 2: Rest -- IntRdx-I:30(A) Level 4: Ninja Run Level 2: Swift -- Run-I:30(A) Level 2: Health -- Heal-I:30(A) Level 2: Hurdle -- Jump-I:30(A) Level 2: Stamina -- EndMod-I:30(A), EndMod-I:30(11), EndMod-I:30(13) ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1458;563;1126;HEX;| |78DA6D94CB6EDA401486C7D8949840094973218E09212450481CA2765FB581F4A22| |045E50190055362C532C82652B36CD5EBCBF4B5BAEA65D91D3D30FF24D83092F579| |FE39E7CC3F63CFB4DE37523F5E7E78C694F4996B0741A73DB2DD6BEE27DA5D877B5| |DAE326A097A4C0C745ADCE5DC7A6BF71C7BE40C3CD137E46883BFE35EC0ADA6C7FD| |FE6DE7F98D6FB3F4E560E05AE74EFF6AE478FDE4B4D71E72DECB4C5F2FB8DDE37E7| |0E50C53B23FA4B85C73E8742D59B73DB8713B2D3B1871FF768BEC1CD0F3B1CCD0C6| |1ADB9E78D458CC0C5393DC137CA11395694E8CE585F620C2338A51448CAA405B8A3| |0897A0D8A5511AB622C053E9444EC27F21B87DF38FCAE9861AE4A22E773596CFFC4| |6FA226B4471136C9832E3C301D795F286F59E429CB88DB006354302DC6581A3E54D| |2325847E608F1E096246A7FA5DA59AC238BFC6D33CC1D49E468547F0DF5D7B02FF9| |28117B4EEB5917B1CA3AE62E8045AAB389EFB789F51422FC46FE72F09783BF3D733| |1F731E72B9AD398FE1863D5409DFD084B88CD9207136B31A195F2611E82DFC9CB2E| |BCECC2CBA119665912B55E9397A2C889173177197C2C590AB30ABED1C5D998E41E2| |0B61AE15169317FD261AFC06B055E8FCDC53C81D77F29C66A98AF86FA27119EE617| |7395F6D1C27F6BA1DE0669756875C419DADD391FEFDCBF3379E6ABB3DA981AABCF2| |9A773CA9339E5E99C7231ABC0E1A5860B8434C5109ABE42B7001CFE4ADEDD1E4C39| |16E37F6635ECF6EF59AD22B4BFF75A4C29E0A60153E07F7E95AEEE| |-------------------------------------------------------------------|
  12. Yes, kinda, and kinda. Radial KB is bad. Unlike Buckshot, which directs the mobs with skillful play, radial KB just scatters them, and little to no ability to direct targets (Hover is a thing, but a power pool/pool pick to "buff" one power is not a good balancing parameter). Alternately, could give it a different secondary effect, details on the 3rd point. Just a correction here, M30 grenade doesn't do radial KB. KB is always done from the direction of the entity using the ability rather than the target point of the ability. So M30 only does radial KB if you're standing in the middle of a group of enemies. If you use it from range then it's directional KB, same as buckshot. TIL - Been 6+ years since I've used M30, and most of the rest of my toons are melee... Thank you! Edited my post, appreciate the clarity. 15 years, and I never knew that about KB.
  13. Seconding. I take Beast/Ninja on all my toons, for the build freedom. I'd love to be able to make them the default animation on some toons, either via P2W/T4V, or Null the Gull.
  14. Please, make Opportunity tied into a stand-alone, click power. The defensive opportunity seems underwhelming, at best (caveat: I've not gotten a 50 Sentinel yet), and irritating, at worst, when I accidentally activate that one instead of the debuff. It's gotten to the point that I've respec'd out my T2 blast, and don't intend to take them on any future Sentinel builds either. Making Opportunity a stand-alone click power, a la Domination, opens build freedom and options, as well as lowers the chance for mistaken or early activation.
  15. To start off with, I'm going to advocate to make "Range" one of the Secondary Characteristics of Assault Rifle. TLDR, normalize their ST/TAoE's to 100', and Cones to 50'. This is a ~10-25% buff to the range on all but Slug. I'd rather get -Res here, and increase range from 90' to 100', keep it on par with Slug. If turning it into an AoE, 5 degree arc, max 5 targets, and we'd need to move it to a higher tier. Slug is actually fairly solid. 20' greater range than all other blasts, and a KD effect. I'd leave it as is, especially since I'm asking for a bunch on the rest of the stuff. There's enough that want the KD, either mechanically or concept-wise, and its directional KB, so skill increases the utility of the power. I would increase the range to 50', bringing it on par with Archery/Beam Rifle/Sonic. Yes, kinda, and kinda. M30's KB can be bad, and is counter-intuitiveis bad. Unlike Buckshot, which directs the mobs with skillful play, radial KB just scatters them, and little to no ability to direct targets (Hover is a thing, but a power pool/pool pick to "buff" one power is not a good balancing parameter). Alternately, could give it a different secondary effect, details on the 3rd point. As the KB "wave" comes from the caster of the power, the KB in M30 can be seen to change/be random in direction, based on toon movement or placement in/out of melee. Coupled with the delay due to projectile flight-time, it can be confusing to attempt to utilize properly. To keep more intuitive, I'd change the secondary from KB to a bleed DoT. And while I agree on an option for alternate animation... I'd instead argue for a barrel launched grenade to jibe with those without under-barrel launchers... However, that would be additional animation requirements and not using baked in assets, AND would require matching to the various lengths of the different rifle options. 80' range with hand-tossed is viable, though, only ~27m. Change the damage, but make it 100% lethal. Additionally, maybe change the secondary effect from KB to a bleed DoT, or a slow (damage to the legs). While it is an explosive, IRL, most of the damage comes from the fragmentation. If we really want/need fire, have fire damage portion be only on the primary target. I'd rather steal the Sentinel's version, with an 80' (base blast range) or 100' (even with Slug, and what I'd like for Burst). Keep it single-target, and it makes a viable candidate to swap with Burst on tiers, and make Burst an AoE. I would NOT have an alternate animation for this version. Alternatively, if making it a Flashbang, give it the Blind treatment... ST Stun, AoE ToHit Debuff (Sleep would be a little too strong, I think). This version could use a hand-tossed version as an alternate animation. Snipes are being looked at, so I'd lean away from changes to Sniper Rifle at this time. But, a 30' (20%) buff to the range (180' total), to keep with AR having longer ranges on all. However, unsure what the reasonable draw distances are. I remember with Boost Range on my AR/Nrg on Live, I could use ally targetting to shoot mobs at 240', out of draw. This would allow for engagement ranges of 288' with Boost Range. ~2.5 seconds is on par with Rad and one of Sonics; and better than Fire/Ice/Water's and 1 of Sonic's cones. Not a huge need to adjust this, IMO, as it's the 2nd most damaging cone out there. Front loading the damage would be nice, but I'd say 25-50%, not 75%. Again, let's increase that range out to 50'. Also, if we want alternate animations, this would be a great one for a "Dragon's Breath" shotgun shell. Just a cone blast of fire, with loading and/or aiming animation at the front to keep the timing the same as the spray of the default. /signed on the animation choices and name change. Increase range to 100', reflecting the placed TAoE status, and bring in line with M30. SHORTEN THE BLOODY ANIMATION - at ~4.2 seconds, it is longer than all nukes not Full Auto, and as long or longer than several snipes. Remove the fear component, add in a slow. This helps any secondary powerset without immobilizes, as the full damage may happen more often. Please on increased cap, especially if we can get the range increased to 100'. Longer cones mean larger area... let the AR benefit from that fact. No stun, but stealing a good idea from a different powerset - Hail of Bullets. Add in the unenhanceable +Def over the duration of the power, or even extend it for a second or so after it. And the animation, while long, fits very well thematically. Adding in the Defense buff a la Hail of Bullets from DP (9.25% Def M/R/A, or could do 13.875% R/A only to reflect the cone aspect) should be a decent amount of mitigation to help pay for the animation time. And it fits the idea of the mobs diving for cover because there's a hail of lead heading their way.
  16. Unless you're using level 50 IO's and boosters, strongly recommend 1 Acc/3 Dam minimum in attacks, slot additional Acc/EndRed/Rech to taste. Also, franken-slotting* is a useful trick, since you're dabbling in IO's. *Slotting the multi-aspect IO's from multiple sets IOT get more enhancement out of less slots.
  17. Agreed. To most of my builds, Hasten/Combat Jumping occupy the slots formerly held by Fitness. They are cheap dips and require little slotting for effectiveness (1-2 for Hasten, 0-3 for CJ [iO muling]). This gives me more room to slot my other powers that are greedier for basic enhancement/set bonuses.
  18. You're building it how you want, this is true... However, you're building it counter-intuitively to how the character would be better played. You don't have perfect accuracy, and you never will. You get a 75% chance to hit, base. Therefore, most slot some accuracy into an attack, as the attack does nothing if it doesn't hit. You then slot Damage into attacks, because you want them to actually do something. I've found that slotting the 2nd slot as an EndRed helps a lot on Brutes and/or other toons that I'm constantly spamming powers, as that allows me to spam longer. I slot Damage after that, much like I showed you. I understand you're using that guide to help you... You will get BETTER returns on your slotting if you slot for Defense over EndRed in your toggles, and DROP Maneuvers entirely... For example: Your slotting of 3 EndRed into FF/FS/Evasion/Maneuv and PB, and 1 Def into Agile/Dodge--- 22.9% M/R Defense 16.2% AoE Defense Net +1.93eps with 0.63eps drain (with PB on auto-fire) My suggested slotting to you: 28.1% M/R Defense 21.4% AoE Defense Net +1.60eps with 0.87eps drain (PB on auto-fire) So, more defense, and only 0.24eps more investment... But, wait, there's more. You've slotted your attacks for EndRed alone, no accuracy... So, we'll put you at that 75% Hit Rate. Against even con, my 1 Acc is 95%... So, out of every 20 attacks, you waste 5, and I waste 1. Let's assume you're firing attacks optimally for DPS. Your slotting of 1 Rech, 2 EndRed (side note, your Recharge nearly nullifies the effect of one of your EndRed, due to faster recharge): Charged Brawl (CB): 1.17eps Thunder Strike (TS): 0.46eps Chain Induction (CI): 0.59eps DPS -> CI > CB > TS > CB > Brawl (B) > CB > B > repeat for 2.22eps and 28.56DPS... But you've got no accuracy, so that'll reduce your DPS down to 21.42 My slotting: CB: 1.10eps Jacobs Ladder (JL): 0.81eps TS: 0.43eps CI: 0.55eps DPS -> CI > JL > CB > TS > CB > B > JL > CB > B > CI > CB > B > repeat for 2.92eps... but 52.33DPS!!! Even with the 5% miss chance, still 49.71DPS. Over DOUBLE what you're dealing. So, running all out, 2.85eps vs 3.79eps netting out to -0.31eps vs -1.32eps. Your way is more end efficient, you're not wrong there... however, 23-31% better defenses, and 232% better damage... And dead mobs deal 0 damage, which ups your survivability even more. This game has been out for 15 years. There's been theory crafting on it for those 15 years. You're not coming up with a new problem, you're trying to solve it from the wrong angle. But, you do you. If you're having fun, go for it. But, maybe, just maybe, use your second build, try what I made, and see what you think. right, those are all solid suggestions. and yes, there's nothing new about the game. i'm giving my feedback and pointing out an obvious(to me) oversight in the game design. with this particular build you have to pay a base .78 e/s just to get started and that doesn't put you nearly high enough in defense by itself. everything not a tank = 0 e/s to get started tank = quite a bit i was playing my corr for a couple hours earlier. ran out of end 1 time. no end red in attacks. almost no end red at all. think there's like 3 in non-attack things. SO my opinion is that we need to stop endurance starving tanks. if the devs disagree that's ok. it's not my game. it's not an opinion though when i say SR and other tank pools cause tanks to have a higher endurance cost to play their role. that is just a simple fact. and my feedback on it is...nerf it(or buff whichever way you wanna look at it lol) It sounds like maybe you just shouldn't play Brutes... Or Tanks, Scrappers, Stalkers, HEAT's, VEAT's, or Sentinels. Because all of those AT's have a "gateway" just to get started, and clearly can't compare to Corruptors, Blasters, Defenders, Controllers, Dominators, or Masterminds - As none of those AT's have defensive toggles that they need to run in order to play the game. From what it seems over here, you're not looking for answers, you're looking for someone to tell you, "You're right." You're not, though, not on the front you're fighting, so you pro'ly won't get what you're looking for. Good luck, the advice is there.
  19. You're building it how you want, this is true... However, you're building it counter-intuitively to how the character would be better played. You don't have perfect accuracy, and you never will. You get a 75% chance to hit, base. Therefore, most slot some accuracy into an attack, as the attack does nothing if it doesn't hit. You then slot Damage into attacks, because you want them to actually do something. I've found that slotting the 2nd slot as an EndRed helps a lot on Brutes and/or other toons that I'm constantly spamming powers, as that allows me to spam longer. I slot Damage after that, much like I showed you. I understand you're using that guide to help you... You will get BETTER returns on your slotting if you slot for Defense over EndRed in your toggles, and DROP Maneuvers entirely... For example: Your slotting of 3 EndRed into FF/FS/Evasion/Maneuv and PB, and 1 Def into Agile/Dodge--- 22.9% M/R Defense 16.2% AoE Defense Net +1.93eps with 0.63eps drain (with PB on auto-fire) My suggested slotting to you: 28.1% M/R Defense 21.4% AoE Defense Net +1.60eps with 0.87eps drain (PB on auto-fire) So, more defense, and only 0.24eps more investment... But, wait, there's more. You've slotted your attacks for EndRed alone, no accuracy... So, we'll put you at that 75% Hit Rate. Against even con, my 1 Acc is 95%... So, out of every 20 attacks, you waste 5, and I waste 1. Let's assume you're firing attacks optimally for DPS. Your slotting of 1 Rech, 2 EndRed (side note, your Recharge nearly nullifies the effect of one of your EndRed, due to faster recharge): Charged Brawl (CB): 1.17eps Thunder Strike (TS): 0.46eps Chain Induction (CI): 0.59eps DPS -> CI > CB > TS > CB > Brawl (B) > CB > B > repeat for 2.22eps and 28.56DPS... But you've got no accuracy, so that'll reduce your DPS down to 21.42 My slotting: CB: 1.10eps Jacobs Ladder (JL): 0.81eps TS: 0.43eps CI: 0.55eps DPS -> CI > JL > CB > TS > CB > B > JL > CB > B > CI > CB > B > repeat for 2.92eps... but 52.33DPS!!! Even with the 5% miss chance, still 49.71DPS. Over DOUBLE what you're dealing. So, running all out, 2.85eps vs 3.79eps netting out to -0.31eps vs -1.32eps. Your way is more end efficient, you're not wrong there... however, 23-31% better defenses, and 232% better damage... And dead mobs deal 0 damage, which ups your survivability even more. This game has been out for 15 years. There's been theory crafting on it for those 15 years. You're not coming up with a new problem, you're trying to solve it from the wrong angle. But, you do you. If you're having fun, go for it. But, maybe, just maybe, use your second build, try what I made, and see what you think.
  20. Errants

    Ice Armor

    Running a Spines/Ice, gotten up to lvl 35. It is an Endurance HOG, not even a Pig, but Energy Absorption helps. The Fire Res/Def hole is kinda noticeable. Working on making an IO build for him, but it's not a very common combo, so I've gotten no feedback on what I made and posted here. It is, however, DELICIOUSLY fun... All the fun of Spines/Fire, with less running.
  21. So, a rework of your build... Again, powers need to be enhanced for what they do. Acc in things that need to hit, strongest benefit for other things... Here's an example build for you to respec into, keeping most of your build choices. Leadership is rather sub-optimal on a Brute, I'd advise against it. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 49 Magic Brute Primary Power Set: Electrical Melee Secondary Power Set: Super Reflexes Power Pool: Flight Power Pool: Medicine Power Pool: Fighting Villain Profile: Level 1: Charged Brawl -- Acc-I(A), EndRdx-I(7), Dmg-I(15), Dmg-I(17) Level 1: Focused Fighting -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(13) Level 2: Jacobs Ladder -- Acc-I(A), EndRdx-I(7), Dmg-I(11), Dmg-I(17), Dmg-I(25) Level 4: Focused Senses -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(13) Level 6: Fly -- EndRdx-I(A) Level 8: Thunder Strike -- Acc-I(A), EndRdx-I(9), Dmg-I(9), Dmg-I(15), Dmg-I(23) Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11) Level 12: Agile -- DefBuff-I(A) Level 14: Injection -- Acc-I(A) Level 16: Dodge -- DefBuff-I(A) Level 18: Chain Induction -- Acc-I(A), EndRdx-I(19), Dmg-I(19), Dmg-I(23), Dmg-I(25) Level 20: Evasion -- DefBuff-I(A), DefBuff-I(21), DefBuff-I(21) Level 22: Aid Self -- Heal-I(A) Level 24: Kick -- Acc-I(A) Level 26: Tough -- ResDam-I(A) Level 28: [Empty] Level 30: [Empty] Level 32: [Empty] Level 35: [Empty] Level 38: [Empty] Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Acc-I(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 -- EndRdx-I(A) Level 2: Rest -- IntRdx-I(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), EndMod-I(3), EndMod-I(3) ------------
  22. 1) Some of us did, and you didn't specify WHAT EndRed's you had slotted... there's 4 different generic EndRed enhancements you could slot at level 22: IO's at 32%, SO's at 23-38%, DO's at 12-19%, or TO's at 6-10%. 2) You also didn't specify what defensive set you are, as there are 13 different Brute secondaries, which could have 1-5 different armor toggles by level 22. 3) You've just started to get to the "real game", as level 22 is where you can start slotting enhancements that have been used for power balance (SO's). At this point with SO's or 25 IO's, recommend that you slot 0-1 EndRed per toggle, and 1 EndRed per attack. If you have a damaging aura, that'd pro'ly benefit from 1-2 EndRed's. 4) If you're bothered by the endurance use of your one character, you'd pro'ly be better served by going to the Brute forums, specifying your Primary/Secondary and asking for help. Creating your build in Pine's Hero Planner, as it is on Homecoming now, would be a HUGE help for more constructive advice. 5) As I also stated, you're actually not wrong that there are some armor sets with larger endurance costs than others... However, the tone and tenor of your posts suggest you're looking for changes without any numbers/knowledge/solutions offered other than "make it cheaper!" That's not gonna be very beneficial.
  23. ninja run is already fixed, it's called beast run now
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