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Battle

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  1. Battle

    Claws/Invuln

    Updated Build. Moved Scrapper's Strike to Strike (fitting) and put Winter's Bite in Focus. Made a few other tweaks, including adding tactics just for the 2pc Rectified Reticle bonus. Defense (with 1 in range for Invincibility) S/L 50.75 E/N 44.81 F/C 34.81 Psi 20.25 Resistance S/L 73.21 E/N 35.97 F/C 48.23 Tox 27.23 Psi 14 This Hero build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Claws Secondary Power Set: Invulnerability Power Pool: Concealment Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Hero Profile: Level 1: Strike -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/Rchg(3), SprScrStr-Dmg/EndRdx/Rchg(5), SprScrStr-Acc/Dmg/EndRdx/Rchg(5), SprScrStr-Rchg/+Crit(7) Level 1: Resist Physical Damage -- ResDam-I(A) Level 2: Temp Invulnerability -- UnbGrd-Max HP%(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(9) Level 4: Slash -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/Rchg(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17), SprBlsCol-Rchg/HoldProc(19), AchHee-ResDeb%(19) Level 6: Spin -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(21), Erd-Dmg/Rchg(21), ScrDrv-Dmg/Rchg(23), ScrDrv-Acc/Dmg/EndRdx(23), ScrDrv-Acc/Rchg(25) Level 8: Follow Up -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(25), SprCrtStr-Acc/Dmg/Rchg(27), SprCrtStr-Dmg/EndRdx/Rchg(27), SprCrtStr-Acc/Dmg/EndRdx/Rchg(29), SprCrtStr-Rchg/+50% Crit(29) Level 10: Dull Pain -- DctWnd-Heal/Rchg(A), DctWnd-Heal/EndRdx/Rchg(31), Prv-Heal/Rchg/EndRdx(31), Prv-Heal/Rchg(31), Prv-Absorb%(33) Level 12: Stealth -- RedFrt-Def/EndRdx(A), RedFrt-Def/EndRdx/Rchg(50) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33) Level 16: Unyielding -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(33), RctArm-ResDam/EndRdx/Rchg(34), RctArm-ResDam(34), RctArm-EndRdx/Rchg(34) Level 18: Focus -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(37) Level 20: Resist Elements -- GldArm-3defTpProc(A) Level 22: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(37), RctArm-ResDam/Rchg(37), RctArm-ResDam/EndRdx/Rchg(39) Level 24: Boxing -- Empty(A) Level 26: Eviscerate -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(40), FuroftheG-ResDeb%(40) Level 28: Invincibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), GssSynFr--Build%(42), HO:Cyto(42) Level 30: Tough -- ImpArm-ResPsi(A) Level 32: Shockwave -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(43), Artl-Acc/Dam/Rech(43), Rgn-Dmg/Rchg(43), Rgn-Acc/Dmg/Rchg(45), OvrFrc-Dam/KB(45) Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45) Level 38: Weave -- Rct-Def(A), Rct-Def/EndRdx(46), Rct-EndRdx/Rchg(46), Rct-Def/Rchg(46), Rct-Def/EndRdx/Rchg(48), Rct-ResDam%(48) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(50) Level 44: Grant Invisibility -- ShlWal-ResDam/Re TP(A) Level 47: Infiltration -- LucoftheG-Def/Rchg+(A) Level 49: Tactics -- RctRtc-Pcptn(A), RctRtc-ToHit(50) Level 1: Critical Hit Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), PwrTrns-+Heal(13), PwrTrns-EndMod(15) Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve ------------
  2. Battle

    SR a trap?

    The tanker ATO procs go a long way toward fixing the supposed "holes" in SR by adding Resist and Absorb. Between those and the minimal slotting needed to hit incarnate softcaps, it's a flexible tank primary. Evasion has a Taunt component for Brute/Tanker. There is probably an updated guide, but read this one at least.
  3. Battle

    Claws/Invuln

    My Claws/Invuln was one of my first when I came back. He's been sitting idle for a while, so I thought I'd load him up and take him for a spin. Took him into a some +3 DA missions and got obliterated by Knives. When I looked at his build it didn't look good, so I'm looking for a respec. Here's what I'm thinking right now. Feedback is great. Note that I prefer to not take Hasten when I don't have to. Tough is a mule, I'm at 73% S/L res without it running. I'm considering freeing up a slot somewhere to replace my Kinetic Combat in Strike with 3pc Pulverizing Fisticuffs and 3 pc Pounding Slugfest, essentially trading 3.75 S/L Def for 2.5 E/N Def. This Hero build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Claws Secondary Power Set: Invulnerability Power Pool: Concealment Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Hero Profile: Level 1: Strike (A) Kinetic Combat - Accuracy/Damage (3) Kinetic Combat - Damage/Endurance (3) Kinetic Combat - Damage/Recharge (5) Kinetic Combat - Damage/Endurance/Recharge (5) Accuracy IO Level 1: Resist Physical Damage (A) Unbreakable Guard - +Max HP (33) Unbreakable Guard - Resistance Level 2: Temp Invulnerability (A) Unbreakable Guard - Endurance/RechargeTime (7) Unbreakable Guard - Resistance (7) Unbreakable Guard - Resistance/Endurance (9) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 4: Slash (A) Superior Blistering Cold - Damage/Endurance (15) Superior Blistering Cold - Accuracy/Damage/Endurance (15) Superior Blistering Cold - Accuracy/Damage/Recharge (17) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (17) Superior Blistering Cold - Recharge/Chance for Hold (19) Achilles' Heel - Chance for Res Debuff Level 6: Spin (A) Eradication - Accuracy/Damage/Endurance/Recharge (19) Eradication - Accuracy/Damage/Recharge (21) Eradication - Damage/Recharge (21) Scirocco's Dervish - Damage/Recharge (23) Scirocco's Dervish - Accuracy/Damage/Endurance (23) Scirocco's Dervish - Accuracy/Recharge Level 8: Follow Up (A) Superior Critical Strikes - Accuracy/Damage (25) Superior Critical Strikes - Damage/RechargeTime (25) Superior Critical Strikes - Accuracy/Damage/RechargeTime (27) Superior Critical Strikes - Damage/Endurance/RechargeTime (27) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime (29) Superior Critical Strikes - RechargeTime/+50% Crit Proc Level 10: Dull Pain (A) Doctored Wounds - Heal/Recharge (29) Doctored Wounds - Heal/Endurance/Recharge (31) Preventive Medicine - Heal/RechargeTime/Endurance (31) Preventive Medicine - Heal/RechargeTime (31) Preventive Medicine - Chance for +Absorb Level 12: Stealth (A) Red Fortune - Defense/Endurance Level 14: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (33) Luck of the Gambler - Defense Level 16: Unyielding (A) Steadfast Protection - Resistance/+Def 3% (33) Reactive Armor - Resistance/Endurance (34) Reactive Armor - Resistance/Endurance/Recharge (34) Reactive Armor - Resistance (34) Reactive Armor - Endurance/Recharge Level 18: Focus (A) Superior Scrapper's Strike - Accuracy/Damage (36) Superior Scrapper's Strike - Damage/Recharge (36) Superior Scrapper's Strike - Accuracy/Damage/Recharge (36) Superior Scrapper's Strike - Damage/Endurance/Recharge (37) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (37) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 20: Resist Elements (A) Impervium Armor - Psionic Resistance Level 22: Resist Energies (A) Reactive Armor - Resistance (37) Reactive Armor - Resistance/Endurance (39) Reactive Armor - Resistance/Recharge (39) Reactive Armor - Resistance/Endurance/Recharge Level 24: Boxing (A) Empty Level 26: Eviscerate (A) Superior Avalanche - Damage/Endurance (39) Superior Avalanche - Accuracy/Damage/Endurance (40) Superior Avalanche - Accuracy/Damage/Recharge (40) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (40) Superior Avalanche - Recharge/Chance for Knockdown (42) Fury of the Gladiator - Chance for Res Debuff Level 28: Invincibility (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Gaussian's Synchronized Fire-Control - Chance for Build Up (42) HamiO:Cytoskeleton Exposure Level 30: Tough (A) Impervium Armor - Psionic Resistance Level 32: Shockwave (A) Artillery - Endurance/Recharge/Range (43) Artillery - Accuracy/Recharge/Range (43) Artillery - Accuracy/Damage (43) Ragnarok - Damage/Recharge (45) Ragnarok - Accuracy/Damage/Recharge (45) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 35: Tough Hide (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (45) Luck of the Gambler - Defense (46) Luck of the Gambler - Defense/Endurance Level 38: Weave (A) Reactive Defenses - Defense (46) Reactive Defenses - Defense/Endurance (46) Reactive Defenses - Endurance/RechargeTime (48) Reactive Defenses - Defense/RechargeTime (48) Reactive Defenses - Defense/Endurance/RechargeTime (48) Reactive Defenses - Scaling Resist Damage Level 41: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (50) Luck of the Gambler - Defense/Endurance (50) Red Fortune - Defense/Endurance (50) Red Fortune - Defense/Endurance/Recharge Level 44: Grant Invisibility (A) Shield Wall - +Res (Teleportation), +5% Res (All) Level 47: Infiltration (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 49: Unstoppable (A) Gladiator's Armor - TP Protection +3% Def (All) Level 1: Critical Hit Level 1: Brawl
  4. I don't recommend SD on a brute. 1. You can hit the Scrapper Resist Cap for S/L with SD as a Secondary, or the Tanker Resist Cap with it as a primary. but you can't hit the Brute Resist Cap (at least not easily, anything's POSSIBLE) with it as a secondary. 2. Against All Odds works better if you have higher base damage (Tank/Scrapper/Stalker). 3. Shield Charge is a pseudopet (at least it was the last time I did some testing) and doesn't get fury benefits. (Again better on Tanker/Scrapper/Stalker) I see you don't have Shield Charge in your builds. To me it's the defining feature of the set. If you want a hybrid set and don't want shield charge, Invuln is your boy. I prefer Rad Melee to Ice Melee. I have Rad Melee Brutes, Tankers and Scrappers - Love them. (Hate it on stalkers - Losing Irradiated Ground and the auto-contaminate in Fusion slows down the AOE / Contaminates) If you pick up a secondary that has any kind of self heal, you can drop Radiation Siphon from your build. It's the worst (single target) DPA (IIRC, at work and can't check numbers here) and removes the Contaminated status, so using it lowers your AOE. Honestly, I have a SD/Rad Tank who doesn't need the heal - he doesn't get hurt. I think not taking Irradiated Ground in your build above is a mistake. Not only does it do good damage, you can proc it out for MORE damage, and it helps apply Contaminated to get you even more AOE. I never had good "feels" with any way I tried to play Ice Melee. I think it has good potential, and you apparently already know about adding cross punch in, but it always just felt kind of "meh" to me. Part of it is that I want to Ice Patch to be worth the cast time, and as of today, it's just not. TLDR: SD - use it on anything BUT a brute. Rad Melee > Ice Melee
  5. edit, I posted a fire/stone build instead of a stone/fire build.
  6. I finished up a Regen Brute and pivoted to a Rad Armor Brute - and my Rad Armor Brute has more regen debuff resistance than my Regen Brute! This is very wrong. Regen should get the same levels of regen debuff resistance that SR gets in DDR. Spread at least 60% around the other skills, and stick a huge chunk in IH. Don't put any in Revive. This is like going to Chucky's Rib Shack and they Don't Have Ribs. The signature dish is in the name. You should NEVER run out. It doesn't matter how busy it was.
  7. Stone Melee, Ice Melee, Fire Melee. I want to be able to pick whether to have a weapon, or not have a weapon across my powers. To a lesser extent Psi melee - either a psi blade set or not. It just bothers me thematically.
  8. I haven't played regen since my heart got broke on live with the nerfs. Decided to give it a shot. Handles things pretty well. If things go western, it's RoP for 60s, MoG for 15s, IH for 90 S, MoG again for 15s, and ...RoP is back around and we can start over. I'm at 64.88% S/L res without RoP, and 89.93% with it. 44.95% E/N/F/C res without RoP and 70% with it. While my defenses aren't that great (32% melee), I didn't key on them, as regen has no DDR. I did get 50% slow resist in the build. No incarnates yet, probably spiritual alpha though. This Villain build was built using Mids Reborn 3.0.5.9 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Super Strength Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Power Pool: Leadership Villain Profile: Level 1: Punch (A) Superior Brute's Fury - Accuracy/Damage (3) Superior Brute's Fury - Damage/Recharge (3) Superior Brute's Fury - Accuracy/Damage/Recharge (5) Superior Brute's Fury - Damage/Endurance/RechargeTime (5) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge (7) Superior Brute's Fury - Recharge/Fury Bonus Level 1: Fast Healing (A) Numina's Convalesence - +Regeneration/+Recovery (7) Miracle - +Recovery Level 2: Haymaker (A) Superior Unrelenting Fury - Accuracy/Damage (9) Superior Unrelenting Fury - Damage/RechargeTime (9) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime (11) Superior Unrelenting Fury - Damage/Endurance/RechargeTime (11) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime (13) Superior Unrelenting Fury - RechargeTime/+Regen/+End Level 4: Reconstruction (A) Preventive Medicine - Heal (13) Preventive Medicine - Heal/Endurance (15) Preventive Medicine - Endurance/RechargeTime (15) Preventive Medicine - Heal/RechargeTime (17) Preventive Medicine - Heal/RechargeTime/Endurance (17) Preventive Medicine - Chance for +Absorb Level 6: Quick Recovery (A) Performance Shifter - Chance for +End Level 8: Knockout Blow (A) Hecatomb - Damage/Recharge (19) Hecatomb - Accuracy/Damage/Recharge (19) Hecatomb - Accuracy/Recharge (21) Hecatomb - Damage/Endurance (21) Hecatomb - Chance of Damage(Negative) (23) Force Feedback - Chance for +Recharge Level 10: Hasten (A) Recharge Reduction IO (23) Recharge Reduction IO Level 12: Dull Pain (A) Doctored Wounds - Heal/Endurance (25) Doctored Wounds - Endurance/Recharge (25) Doctored Wounds - Heal/Endurance/Recharge (27) Doctored Wounds - Heal (27) Doctored Wounds - Recharge Level 14: Taunt (A) Perfect Zinger - Chance for Psi Damage Level 16: Integration (A) Preventive Medicine - Heal/Endurance (29) Preventive Medicine - Heal/RechargeTime/Endurance (29) Preventive Medicine - Heal Level 18: Rage (A) Gaussian's Synchronized Fire-Control - To Hit Buff (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (33) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 20: Resilience (A) Gladiator's Armor - TP Protection +3% Def (All) (33) Unbreakable Guard - Resistance (34) Unbreakable Guard - Resistance/Endurance (34) Unbreakable Guard - RechargeTime/Resistance (34) Unbreakable Guard - +Max HP Level 22: Mystic Flight (A) Winter's Gift - Slow Resistance (20%) Level 24: Arcane Bolt (A) Empty Level 26: Rune of Protection (A) Aegis - Resistance/Endurance (36) Aegis - Resistance/Recharge (36) Aegis - Resistance (36) Aegis - Psionic/Status Resistance Level 28: Instant Healing (A) Recharge Reduction IO (37) Recharge Reduction IO Level 30: Boxing (A) Superior Blistering Cold - Accuracy/Damage (50) Superior Blistering Cold - Accuracy/Damage/Endurance Level 32: Foot Stomp (A) Force Feedback - Chance for +Recharge (37) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (37) Superior Avalanche - Accuracy/Damage/Endurance (39) Armageddon - Accuracy/Damage/Recharge (39) Armageddon - Damage/Recharge (39) Armageddon - Chance for Fire Damage Level 35: Tough (A) Unbreakable Guard - Resistance (40) Unbreakable Guard - Resistance/Endurance (40) Unbreakable Guard - Endurance/RechargeTime (40) Unbreakable Guard - Resistance/Endurance/RechargeTime (42) Steadfast Protection - Resistance/+Def 3% Level 38: Moment of Glory (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Shield Wall - Endurance/Recharge (42) Shield Wall - Defense/Recharge (43) Shield Wall - Defense/Endurance/Recharge (43) Shield Wall - +Res (Teleportation), +5% Res (All) Level 41: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (43) Luck of the Gambler - Defense/Endurance (45) Luck of the Gambler - Endurance/Recharge (45) Luck of the Gambler - Defense/Endurance/Recharge (45) Luck of the Gambler - Defense (46) Luck of the Gambler - Defense/Recharge Level 44: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (46) Shield Wall - Defense/Endurance (46) Shield Wall - Defense (48) Shield Wall - Defense/Endurance/Recharge (48) Shield Wall - Endurance/Recharge (48) Reactive Defenses - Scaling Resist Damage Level 47: Tactics (A) Adjusted Targeting - To Hit Buff/Endurance (50) Adjusted Targeting - Endurance/Recharge (50) Adjusted Targeting - To Hit Buff/Endurance/Recharge Level 49: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Fury Level 1: Brawl
  9. Making three stalkers. What lines up best with what? My KM/SD Stalker is the most fun I have ever had in this game. (I left when stalkers when still bad.) Primaries: Savage Melee, Radiation Melee, Street Justice Secondaries: Invulnerability, Super Reflexes, Energy Aura First blush: Savage / Invuln. DOT's and limited mitigation (No KD/Stun), seem like more a fit for invuln's crazy toughness, and Savage doesn't seem to need the bonus + recharge out of a secondary as much as the others do. Street Justice / Energy Aura & Radiation Melee/Super Reflexes. Boils down to one of these primaries has a heal, and one secondary has a heal. No need to double up on one and leave the other out in the cold. Thoughts?
  10. First post - I'd like to thank the devs for bringing back a classic. For the past decade, I have pointed to COH as having one the most engaging gameplay mechanics of any MMO, where we use multiple skills in a rotation, rather than repeatedly mashing our go-to skill over and over again. In that vein, we have some skills that are tough to justify incorporating into a build. The Self + Def Melee attacks could use a small tweak. I am looking at them as a recently returned player who is theorycrafting his way through old and new builds. Instead of one part of the typical typed pair, (Smashing / Lethal), the +def melee attacks (Defensive Sweep (TW), Guarded Spin (SF), Divine Avalanche (Kat), and Parry (BS), give one half - Smashing OR Lethal. I'd make the argument that this makes the bonus essentially valueless when building a typed defenses character. Everything you add covers both of the typed pair, thus overcapping one to get the other up to where you want it. I can also argue that for the current arrangement of melee defensive sets in the game, those sets that have positional defense are easy enough to cap without the help from these skills. I would love to get these skills where they are worth building around for the right character. Maybe instead of X% Melee, X% Smashing OR lethal, we get X% Smashing AND Lethal and X/2 % melee, or even X% ALL as in the Martial Arts Brute/Tanker Storm Kick port. Guarded Spin and Defensive Sweep being AOE's and Defensive Sweep further being able to initiate the momentum mechanic, may need lower values that the ST skills. That's my piece for a minor update.
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