Jump to content

PLVRIZR

Members
  • Posts

    978
  • Joined

  • Last visited

Posts posted by PLVRIZR

  1. 26 minutes ago, meyerwolf406 said:

    Thank you for that information. I must of missed that update because I was not aware that they changed how the damage was checked.  Any advice about +Res proc of Might of the tanker. would it work better in Genetic Contamination sense its ppm is 6 and the recharge of Maiming slash is less the 2 sec.  would it proc more consistent in a toggle then a fast recharging attack?

    There are two trains of thought, on this topic.  Some of my tanks take a fast-recharging Tier1 or Tier2 attack, to basically guarantee two stacks, if you're keeping those in your attack rotation, and need them for your max numbers.  The other (which I use on Fire and Ice armor) is put it in a toggle, so when you're in mob groups, it is an "always on" one stack.  Sometimes you'll get two stacks.  My current Bio (Bio/Fiery Melee) strategy is putting the MoT in an early AoE attack (Combustion) and GF in a cone AoE (Breath of Fire).  This is mostly because FSC gets a full damage set.  The build is such that the bonuses (+res and +absorb) are just gravy, rather than needed to be in the calculations for survivability.  Also helps in exemp-ing, as the +res is really helpful, when you go back and do the Posi-s and Synapse...

    • Like 1
    • Thumbs Up 1
  2. Hard to do a direct to direct comparison, without the data chunk or the Mids file attached to your post.

     

    Other than your intent to use Fold Space, what are your goals?  The tankiest possible?  Single Target monster for soloing?  A blended approach?

  3. 8 hours ago, Warboss said:

    Two Market Crash Teams (Thanks for leading Ronin and Witty),

    Ronin challenged us with a +4/8 with no temp powers, and it was no problem.  Finished in 33 min.  Much fun was had by all and there were at least three team members, who had never done MC, and got purple recipes...so bonus!!!

  4. Posted mine, below.  Sacrificed some damage for significant survivability.  Does more damage than the Elec/Elec tank version, but the tank is sturdier.  No taunt on a brute...personal preference.

     

    Other differences:

    1.  Charged Brawl - Full set of Touch of Death

    2.  Charged Armor - Full set of Aegis

    3.  Havoc Punch gets the Superior Brute's Fury (procs alot)

    4.  Jacob's Ladder, took it, since I went with Energy Mastery, instead of an offensive Epic, full set of Obliteration

    5.  Lightning Field - Full set of Superior Unrelenting Fury (procs alot)

    6.  Thunder Strike - Needs a KB to KD, or they go flying.  Didn't bother with FF +rech, since I use Hasten and the proc in Lightning Field and have FF +rech in Lightning Rod.  Cheapo Razzle Dazzle gives End, HP and Melee Def.

    7.  Build Up - Full set of Gaussians, for the Melee Def (along with alot of other benes)

    8.  Chain Induction - four slots (limited by other choices), so put a cheapo Pounding Slugfest full set (8% Regen and 2% Damage)

    9.  Energize - Full set of Preventive Medicine (8.75% recharge)

    10.  Lighting Rod - needs KB to KD or they go flying.  Yes, I put a FF +rech in there

    11.  Panacea in Health and Power Transfer in Stamina (+HP) means bonus green numbers floating, as well.

     

    Incarnates include Ion (for theme), Musculature (for damage), Carnival (for Forge) and Barrier (of course).

     

    So I'll say it for everyone else.  Tanky Brute?..."I would have put a whole lot more damage in there"... 😁  Let's just say, he farms the "Just teh Council" S/L Dreck map just fine.

     

    With no tricks or Incarnates, you get 43% Melee Def. (no DDR, so can be stripped quickly) and right at 90% S/L resist.  90+ Energy (of course) and 54 Neg/63 F-C/66 Psi. 

     

    Just my $.02 infl and take on the theme.

     

    ZZAAPPP_v4.0 - Brute (Electrical Melee).mbd

    • Like 4
  5. 6 hours ago, Perfidy said:

    I appreciate your posting this. It's always interesting to see how others build their characters. 

    Welcome.  He does alright 😆

  6. 11 hours ago, Epoh_Imagiro said:

    I like invuln quite a bit, but SS makes my skin crawl- unless I'm just using it poorly.  I've been playing in mids for an hour with invuln/dm and I can't seem to come up with a cohesive plan for it.

     

    Thank you for sharing the build, I'll definitely take some tips from it's construction.

    My pleasure.

     

    Here is Heraclea's build (God rest their soul), and my version, which is my take on the same combo:

     

    Heraclea_InvDM.mxdDARKNESSREIGNS v4.0.mxd

    • Like 3
  7. 1 hour ago, Warboss said:

    The plan (in a nutshell)

    1) We will have a Hami Taunter and a Yellow Taunt team (MsA will be leading the Yellow Taunt team, we'll need a Hami Tuanter as PLV won't be able to make it (ZemX, please report for Hami duty)). If someone wants to step up and take this roll, I'm sure Zem will let you.

    Yeah, bummer for me, too.  I was going to bring NUT (my sturdiest Inv/SS), so anyone with a Hyperstrike or Infinitum-based build should do OK.

  8. 23 hours ago, Sovera said:

    I don't completely agree with how that build is built but that's in good part because builds are like art and each person brings their touch. But Ice Armor has no Knockback hole that requires the -KB IO, and without the second Mallet the single target rotation may be a bit iffy.

     

    In theory you do not use powers that are not slotted such as Kick. Your single target rotation should be Heavy Mallet, Stone Fist, Stone Mallet, Stone Fist. Repeat until Seismic Smash opens. Seismic Smash is the set's big hitter and it hurts my soul to see it slotted for Holds instead of damage... But once you have Seismic Smash the single target rotation is Seismic Smash, Heavy Mallet, Stone Fist, Stone Mallet. May need an extra Stone Fist.

     

    Combat Jumping lets you do small bunny hops during combat. Super Jump (and other actual travel powers such as Fly or Super Speed) has combat suppression which stops them from working for X seconds when attacking. Combat Jumping does not have this limiter. And, yes, it adds another 2% defense.

     

    Using Taunt is not strictly necessary but has niche uses such as making ranged characters go into melee and forcing mobs to attack you if they are attacking a squishy (most melee characters are tough enough to not mind being hit and thus do not need to be babysat).

     

    Energy Absorption fills your endurance bar. Ice Armor is very hungry, and Stone Armor is ALSO very endurance hungry, so you will be probably using that power on cooldown.... which again hurts me seeing it slotted for defense instead of endurance...

     

    Salt Crystals are a forced pick. Can't pick the next powers without taking it, but it's useless since as you've reasoned it will break from Icicles or anything else.

     

    Give me a few minutes and I'll post my own version that will not damage my soul.

    And that's the best part of this game.  You can tailor your build to whatever you deem important.  You'll also note that @Sovera is a class act, and recognizes that, rather than those who just immediately jump on the opportunity to show how only their opinions and build theories should be followed/respected.  I focus on survival, rather than single target damage.

     

    So to try to soothe the damaged souls 😆, here are my philosophies and reasons.

     

    -I'll start by agreeing that the BotZ KB prot. enhancement was overkill, so I moved it to Taunt and added the sixth piece of Mocking Beratement for another +7.5% recharge.  My KB target is 12 pts. and back when this was built, I was hooked on KB numbers.  Not really necessary now and 10 is OK. Remember, slow resistance and recharge are key, as you will need Energy Absorption up, as much as possible.  With this change, the recharge is 26 sec., which is less than half the time of it's unslotted time.  Using Recovery Serums is an option, but after you hit 22, it shouldn't matter.

     

    When CoH started, there wasn't much soloing with tanks and your job was to survive and hold aggro, thereby letting the true damage dealers (Blasters and Scrappers) kill things.  Your kills were (are in teaming) just gravy.  I rarely take both T1 and T2 attacks, on any tank.  T1 is a fast recharging and constant attack, so Gauntleted Fist goes there, for lots of +absorb activations.  Absorption shields are the same as "free hit points".  Many builders don't like the ATOs in AoEs, but I've found that with Icicles (or Blazing Aura and the like), I have one stack, consistently.  Rarely, if ever, two stacks, but since I focus on survival (Res. and Def.), I don't need it.

     

    -Kick:  The perpetual controversy.  It's slotted with a Force Feedback +recharge.  No I don't often use it, unless exempted.  What hurts my soul is to see empty slots in Mids', so it's an easy fix to fill with FF.

     

    -Seismic Smash:  The bonuses from Char are just too good to pass up.  Resistances (including recharge resistance), tasty defense boosts and a sprinkling of end recovery.  Wait, and there's another +absorb proc?  Sold!  Definitely a team approach, rather than solo or as a max damager.

     

    -Combat Jumping:  Same as what Sovera said and it (usually) is a mule for some of the defense uniques.  Since Ice is a defensive set, those go in Frozen Armor, instead. 

     

    -Taunt:  Normally, I one slot it with the Perfect Zinger +psi damage proc, since it's auto-hit and has a base recharge of 10 sec., doesn't need recharge.  In this build, it's a full set of Mocking Beratement, for the set bonuses.  End, resistance, defense and, most importantly the 6th slot for the aforementioned 7.5% recharge enhancement.

     

    -Energy Absorption:  Targets and target numbers determine how much end you refill and since you're always at the center of the mob(s), you should refill fully, each activation...so...more defense for me.  The bonuses for LotG (Regen, HP, Accuracy and Resistances - especially the Toxic/Psi for the 6th piece) are more important (to me).

     

    -Salt Crystals:  Yes, required pick for Quicksand (not many are, but I'm a fan of the 'sand) and Stalagmites, but the -Rech proc is valid, once it hits.  Having said that, it's usually reserved for bosses and isn't in the regular rotation.  Quicksand gets Ice Mistral, mostly for the 5th piece and 6.25% recharge, but also has HP, Accuracy and Recharge debuff resistance.  Stalagmites gets Ragnarok for chance of KD and 6% fire resistance.  Part of this build's art is that Earth Mastery perfectly fits the theme. 

     

    AVALNCH:  A nearly indestructible muddy snowball that will slow you, knock you down, stun and hold you before pounding you into oblivion.  May take a bit longer than a procc'd out damage monster, but when you've got damage around you, the team is incredibly safe.  (numbers with no incarnates and one stack of MoT and one mob in EA):

     

    image.png

     

     

    And with Incarnates (Resilient and Melee Core - 1 mob):

     

    image.png

    • Like 2
  9. 14 minutes ago, SirArion said:

    I appreciate the offer of influence but if I don't learn to make my own, I will always be hurting for it.
    The problem is more the abilities, what looks good vs what is good are two different things. The abilities keep getting tweaked over time, so I don't know which are worth taking and in what order as I level. I'm not using the Double XP as the first time I prefer to get a feel for the game and story.
    It's information I need and if it's as simple as pointing me to the right forum post that's great, I just can't find the info that's up to date.

    I did a TF yesterday and got my butt whooped, after they were kind enough to make some suggestions on how some to choose abilities (Wet Ice) that I didn't have. I'm trying to avoid that as I go up.

    My favorite ice toon is Ice Armor/Stone Melee.  This is a leveling build, but also fully kitted out at 50.  As with almost all my builds, it is not the absolute maxx, as some of the decisions to eek out that last 1% of whatever, goes against my thematic or fun factors (or just personal preferences). 

     

    AVALNCH_4.0 - Tanker (Ice Armor).mbd

     

    Ice's endurance recovery offsets stone's thirsty attack chain.  Stone melee's controls complement Ice's slows and vice versa.  Recharge and slow resists are key, as you are dependent on refilling your end bar with Energy Absorption (lvl 22)...which also gives you a +def, for every target in range.

     

    If you don't want to continuously get your "butt whooped", take Yomo up on his offer, follow @Sovera's money making tips (in his sig), and buy the handful of uniques, as they become available.  You can buy the tanker ATOs immediately (at least get the Might of the Tanker +res and Gauntleted Fist +absorb), as those sets boost your stats immensely.  Other uniques come on at various levels starting around lvl 7.  Look at the build in Mids' and see those items that are unique.  Not dying alot, especially as a tank...when the rest of the team is counting on you being upright, is worth adding those pieces in, early. 😆

    • Like 1
    • Thumbs Up 1
  10. 16 hours ago, smnolimits43 said:

    Can someone point me in the direction of a Spines/Fire Build. 

    Here's mine.  He's a 2021 build, but he's still very effective at +4/8 and I run the Big Mobs Tunnel fire farm for which the swords do have -def...

     

    FRMRBRWN v3.0.mxd

     

    • Like 1
    • Thumbs Up 1
  11. 19 hours ago, Sovera said:

    Stone Armor, for example, is a deity level armor set sinning only for the lack of a heal (it has regen which lacks a bit of oomph) and has endurance problems (the recovery it has baked in is not enough since it's a toggle heavy set).

    Does the Brute version not get Earth's Embrace?  (my titular toon is Stone, albeit a tank, and I haven't run stone armor on a broot)

  12. 10 hours ago, Warboss said:

    PLV and I ran Yin TFs, and Pep took the star to lead Numina's for our team (after Yin).

     

    We had a blast.  We ran +2, +4 then +3 and finished in 40 min. flat.  The +2 was too easy and the +4 took awhile, because about half the team were non-50s (and we had ICHS disease).  After that, the remaining four tanks did the first mish of the Unai arc and pounded the Banished Pantheon for another 30-ish minutes, at +2/8.  @ZemX and I both made 50 (and ended at VL1), on the night and one of our team members got 10 levels? (I lost count of the dings), starting at 31.

     

    Great fun was had by all and a special shout-out to @Big Gotter, who joined in the fun.  If you've done the "Big Mobs" tunnel fire farm(s), he is the architect of those.

     

    See you next week for the Excelsior Hami event!

  13. 38 minutes ago, Xandyr said:

    I enjoyed my Shield/Ice tank. It was a fun combo, plus you can make an ice shield to go along with your ice swords! Frost and Frozen aura are GREAT!

     

    I have never liked the elemental swords (to the point of taking heat for not having the greater versions on my ice and firey melee tanks), but the ice shield and frozen swords sounds amazing.  Damn you, @Xandyr, for fueling my altitis 😆

    • Like 1
    • Thumbs Up 1
  14. 1 hour ago, ZemX said:

    What Mid's are we even supposed to be using these days?  I downloaded the latest setup file and the first question the installer asked me is if I wanted the Rebirth database or my own custom creation.  Do I need to get it from somewhere else for Homecoming?

    I used the 3.6.6 and chose "custom".  Only problem I still have is exporting builds, in the Mids' format.  You can load previous .mxd builds (using the Legacy Build option, and it seems the bonuses all translate), then re-save as an .mbd file.

    • Thumbs Up 1
  15. 4 minutes ago, TinyJuggs said:

     

     

    Great thanks for the share, I think I saw your post from a while back but wasn't sure if it was up to date. I'll definitely give it a shot. 

     

    I think elec/elec fits thematically for me and this build looks nice.

    Thanks and I'm happy to help.  I probably posted the tank version (Voltaic Thunderbolt), because he's who I *really* reach for, when it's gonna be a fight.  Not much dropoff in damage but much, much sturdier.

    • Like 1
  16. I have both Elec/Elec and EM/EnergyAura brutes.  For some reason, I always reach for the Elec/Elec.  Granted, I haven't done the Elec/EA combo, and that sounds like it would be amazing.  If you want to check out the Elec/Elec (which I use for S/L farming and general content, with great success), here's the build: (an older .mxd build, but still valid):

     

    ZZAAPPP_v3.0 - Brute (Electrical Melee).mxd

     

     

    • Like 1
×
×
  • Create New...