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Battle

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  1. 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. 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. 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. 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.

     

    • Like 1
    • Thumbs Up 8
  6. 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

     

     

  7. 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?

     

  8. 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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