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sayrir

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Posts posted by sayrir

  1. So I'm really nowhere near to stepping foot into one of these yet, but I'm playing the game and the thought popped into my head, do people even bring brute's to these? And if they did, what sort of build would you run? Damage focus? Or would you actually attempt to tank something? How much worse of a tank than a tanker would a brute be? How much worse of a DPS than a stalker/scrapper?

     

     

  2. Oh and while leveling i'll add the Energy patron pool > Superior Conditioning+ Physical perfection, and 3 slots in both health and stamina: Numina's, Miracle and Panacea end procs in health, and 1 performance shifter and 2 end mod IO's at lvl 23 in Stamina. This is to deal with dark armor's endurance problems until I get the cardiac incarnate. 

  3. This is what I've come up with so far: 

     

    This Villain build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Sayrir: Level 50 Magic Brute
    Primary Power Set: Radiation Melee
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Radioactive Smash

    • (A) Hecatomb - Chance of Damage(Negative)
    • (17) Hecatomb - Damage/Endurance
    • (17) Hecatomb - Damage
    • (19) Hecatomb - Damage/Recharge
    • (19) Hecatomb - Accuracy/Damage/Recharge
    • (46) Hecatomb - Accuracy/Recharge

    Level 1: Dark Embrace

    • (A) Unbreakable Guard - Resistance
    • (3) Unbreakable Guard - +Max HP
    • (5) Unbreakable Guard - Resistance/Endurance
    • (5) Unbreakable Guard - RechargeTime/Resistance
    • (7) Steadfast Protection - Resistance/+Def 3%
    • (7) Steadfast Protection - Knockback Protection

    Level 2: Death Shroud

    • (A) Superior Brute's Fury - Recharge/Fury Bonus
    • (9) Superior Brute's Fury - Accuracy/Damage
    • (9) Superior Brute's Fury - Damage/Endurance/RechargeTime
    • (13) Fury of the Gladiator - Accuracy/Damage/End/Rech
    • (15) Fury of the Gladiator - Damage/Endurance/Recharge
    • (15) Fury of the Gladiator - Chance for Res Debuff

    Level 4: Super Jump

    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

    Level 6: Murky Cloud

    • (A) Unbreakable Guard - Resistance
    • (27) Unbreakable Guard - Resistance/Endurance
    • (29) Unbreakable Guard - RechargeTime/Resistance
    • (29) Unbreakable Guard - Resistance/Endurance/RechargeTime

    Level 8: Boxing

    • (A) Empty

    Level 10: Obsidian Shield

    • (A) Unbreakable Guard - Resistance
    • (11) Unbreakable Guard - Resistance/Endurance
    • (11) Unbreakable Guard - RechargeTime/Resistance
    • (13) Unbreakable Guard - Resistance/Endurance/RechargeTime

    Level 12: Taunt

    • (A) Perfect Zinger - Taunt/Range

    Level 14: Fusion

    • (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (42) Adjusted Targeting - Recharge
    • (42) Adjusted Targeting - To Hit Buff/Recharge

    Level 16: Dark Regeneration

    • (A) Theft of Essence - Chance for +Endurance
    • (36) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge
    • (37) Superior Brute's Fury - Accuracy/Damage/Recharge
    • (37) Superior Brute's Fury - Damage/Recharge

    Level 18: Irradiated Ground

    • (A) Achilles' Heel - Chance for Res Debuff
    • (23) Obliteration - Chance for Smashing Damage
    • (23) Eradication - Chance for Energy Damage
    • (25) Scirocco's Dervish - Chance of Damage(Lethal)
    • (25) Touch of Lady Grey - Chance for Negative Damage
    • (27) Shield Breaker - Chance for Lethal Damage

    Level 20: Cloak of Darkness

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (21) Luck of the Gambler - Defense
    • (21) Karma - Knockback Protection

    Level 22: Radiation Siphon

    • (A) Touch of Death - Accuracy/Damage
    • (48) Touch of Death - Damage/Endurance
    • (48) Touch of Death - Accuracy/Damage/Endurance
    • (48) Touch of Death - Damage/Recharge
    • (50) Touch of Death - Damage/Endurance/Recharge
    • (50) Touch of Death - Chance of Damage(Negative)

    Level 24: Hasten

    • (A) Recharge Reduction IO
    • (31) Recharge Reduction IO

    Level 26: Devastating Blow

    • (A) Superior Unrelenting Fury - Accuracy/Damage
    • (31) Superior Unrelenting Fury - Damage/RechargeTime
    • (31) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime
    • (33) Superior Unrelenting Fury - Damage/Endurance/RechargeTime
    • (33) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime
    • (33) Superior Unrelenting Fury - RechargeTime/+Regen/+End

    Level 28: Cloak of Fear

    • (A) Cloud Senses - ToHit Debuff
    • (50) Cloud Senses - Accuracy/ToHitDebuff

    Level 30: Combat Jumping

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 32: Atom Smasher

    • (A) Superior Avalanche - Accuracy/Damage
    • (34) Superior Avalanche - Damage/Endurance
    • (34) Superior Avalanche - Accuracy/Damage/Endurance
    • (34) Superior Avalanche - Accuracy/Damage/Recharge
    • (36) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
    • (36) Superior Avalanche - Recharge/Chance for Knockdown

    Level 35: Tough

    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    • (37) Unbreakable Guard - Resistance
    • (40) Unbreakable Guard - Resistance/Endurance
    • (40) Unbreakable Guard - RechargeTime/Resistance
    • (40) Unbreakable Guard - Resistance/Endurance/RechargeTime

    Level 38: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (39) Luck of the Gambler - Defense
    • (39) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (39) Reactive Defenses - Scaling Resist Damage

    Level 41: Electrifying Fences

    • (A) Positron's Blast - Chance of Damage(Energy)
    • (42) Javelin Volley - Chance of Damage(Lethal)
    • (43) Bombardment - Chance for Fire Damage
    • (43) Trap of the Hunter - Chance of Damage(Lethal)
    • (43) Positron's Blast - Damage/Recharge
    • (45) Positron's Blast - Accuracy/Damage

    Level 44: Ball Lightning

    • (A) Ragnarok - Damage
    • (45) Ragnarok - Damage/Recharge
    • (45) Ragnarok - Accuracy/Damage/Recharge
    • (46) Ragnarok - Damage/Endurance
    • (46) Ragnarok - Chance for Knockdown

    Level 47: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 49: Assault

    • (A) Endurance Reduction IO

    Level 1: Fury 


    Level 1: Brawl

     

    I'm not particularly happy with the recharge amount, and I'd like to have slightly higher defence whilst reaching 90% smashing and lethal resists, but I think that would come at the cost of the procs in irradiated ground? Also not sure how well taunt works with only 1 slot. I'd like to credit @ZorkNemesis @WitchofDread and @Rylas from this thread: since I mostly have no clue what I'm doing 😃

     

  4. 1 hour ago, WitchofDread said:

    this is my build:

     

     

    
    | Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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    |030EF187E41BE04970519FEA6325751DB8AECAC60283D6531AF88E43C4ABB51F664|
    |D2F40771C6D7BC2E7363F6FDADE7A923FF295326475D142D503ED76D4CB2D2B288B|
    |4B6594B41FBF24FD3B4435AF0CFD17C1C597CDD6CBF882FB8D82240246FDC5FE3DC|
    |FB0B6B34C33F|
    |-------------------------------------------------------------------|

     

     

    That's a lot of procs. Looks like a good time! 😄

  5. 1 hour ago, ZorkNemesis said:

    While my build definitely needs a revisit, I found myself building mainly for recovery and endurance management when leveling up.  A lot of my slotting for my Rad/Dark is incredibly odd for what I normally run and I Just did whatever I could to offset /Dark's massive endurance hogs.  Energy Mastery and Cardiac Alpha (and Ageless) are big helps but until then it's a weird ride.  I sadly won't post my build, no time to get it into mids tonight and honestly it's awful and needs a rework, but here's a few things I've tried that work for me.

     

    Performance Shifter +End in Stamina, Superior Conditioning, and Physical Perfection will give very solid recovery benefits.  Panacea in Health can also help in a similar way.  Also aim for getting Atlas Medallion/Marshal and Portal Jockey/Born in Battle ASAP for the +10 Max End.  Recovery is a percentage so increasing your Max End has the additional benefit of restoring more endurance per recovery tick and +End proc.

     

    I have both Proton Sweep and Devastating Blow.  Can certainly skip them though and they're good skipping for Tough/Weave picks.  Thankfully Rad melee is much more manageable when skipping an AoE attack due to the splash damage from the Contaminated effect, plus the stacking of Irradiated Ground with Death Shroud.  I would recommend keeping Contaminated Strike though since Rad Melee has some atrocious animation times and that's one of your fastest attacks.  If I had Tough/Weave, I expect I would be close to the S/L resist cap and would have over 40% melee defense, close to 40% S/L defense, and 20-25% for most other types.

     

    Cloak of Fear is also worthwhile.  While the Fear only works on minions, it does apply a -ToHit to everything in melee range which works to help solidify your defense values.  I don't think Oppressive Gloom is worthwhile but I don't have much experience with the power.  Considering how quickly things that might be stunned from it die to Rad Melee strikes with a lot of Fury, it's pretty unnecessary.

     

    At least four slots of Unbreakable Guard in Dark Embrace, Murky Cloud and Obsidian Shield.  Endurance discount and M/S/L Defense for set bonuses.  If you can sneak a fifth slot in there, you can also add some Toxic resistance which Dark lacks.  In Dark Embrace I have four Unbreakable Guards, and filled the other two slots with Steadfast Protection Res/Def and KB protection as you need to fit some KB protection somewhere.  

     

    Put a Theft of Essence +End proc in Dark Regeneration.  Trust me on this one.  Dark Regeneration has a massive base endurance cost and even when slotted is still extremely expensive.  Theft of Essence can potentially proc on every target in range though, and each proc is a refund equal to 10% of your max endurance.  With slotting and some luck, that proc can nullify the cost or even give more endurance back than you used.

     

    For KB Protection, I have 11 from slots.  Steadfast in Dark Embrace, a BotZ in my travel and three slots of Fury of the Gladiator in Death Shroud, including the -Res proc.  The -Res proc stacks with an Achille's Heel -Res I have in Irradiated Ground if both happen to proc.

     

    That's all I've got for the moment.  There's more you can do: throw Achille's Heel procs in some attacks (Atom Smasher is great for it, though I have 6 Sp.Avalance there), split up the Brute's Fury set into 3s to double down on the M/S/L Defense boost, try to three slot Health for Miracle, Numina's, and Panacea if possible, Soul Transfer can harbor the Preventive Medicine Proc if you take it, and if endurance is still troublesome take advantage of outside sources of recovery: P2W Survival Amplifier and Recovery Serums and Base Empowerment Recovery Boost.

     

     

    First of all, thanks for taking the time to reply with all this information. I really appreciate it.

     

    I've definitely noticed the endurance issues, apparantly dark armor is notorious for this, and one of the first things I did was slot performance shifter in stamina and numina's, panacea and miracle in health, my character is also addicted to recovery serums at this point. I noticed my end tanking hard after using the heal, I guess now I fully understand why, heh. Definitely going physical perfection aswell. 

     

    Cloak of fear essentially adding more defense also sounds like a good pick, but this is the part where things get murky for me, when it comes down to building defences. You've definitely given me a lot to go on in that regard though. 

     

     

  6. So here's where I'm at. I'm leveling, and I basically have no idea where to put my slots, and what the build will look like at 50. I've never played either powerset before. I know I want taunt, and I want to be as tanky as possible? I don't really know the correct def number to aim for between 30-40%.

     

    I've also burned through a couple of respecs and I know I don't like Proton Sweep and Contaminated strike from rad, for what that's worth. I know end issues can be fixed while leveling with Physical Perfection pool, and that I can either skip Cloak of Fear and Opressive gloom, take them both or only pick one 🤔

  7. 3 hours ago, Hedgefund said:

    Howl + Shockwave gives Sonic a legit aoe chain.  Just put a -kB proc in a Shockwave.  For added yucks include a chance to kd proc in Howl.

    The problem I found with these two powers was that they're cone and not AoE. Initially I figured I was ok with this, but then I got to around actually trying both, and it just feels wonky to try and AoE with them, but this is just my personal experience. 

  8. 1 hour ago, Hjarki said:

    They're both a bit problematic.

     

    Sonic was popular on Live, but isn't nearly as effective on Homecoming. The problem is that while Sonic's powers do debuff -resist, most of them don't do so very effectively. The metric I like to use for a rough comparison is (amount debuffed) * (duration debuffed) / (activation time). By this metric:

    Envenom = 37.5 * 30 / 1.584 = 710

    Corrosive Enzymes = 25 * 30 / 1.188 = 631

    Weaken Resolve w/Achilles Heel = (17.3 * 15) + (20 * .9 * 10) / 2.244 = 340

    Screech = 20 * 174 / 1.716 = 174

    Infrigidate w/Achilles Heel = 20 * .9 * 10 / 1.188 = 152

    Piercing Beam w/Annihilation = (20 + 20 * .32) * 10 / 2.508 = 105

    Shriek = 20 * 5 / 1.188 = 84

    Scream = 20 * 7 / 1.848 = 76

    Shout = 20 * 10 / 2.904 = 69

    Howl = 20 * 8 / 2.508 = 64

     

    This isn't a comprehensive list, but it should showcase how weak most Sonic attacks are at debuffing -resist compared to the alternatives. One of those - Weaken Resolve - is available to any build and will by itself debuff about half of the entire Sonic rotation. Unlike the Sonic rotation, using Weaken Resolve still leaves you plenty of opportunities to do other things - such as those high value debuffs from support sets.

     

    Moreover, when you debuff -resist it's important to have something to take advantage of that -resist debuffing. Which Sonic doesn't provide. Not only aren't there many slotting opportunities for procs in Sonic, but the base damage of those powers is lower than other sets.

     

    Radiation is a more viable set. It has the best PBAoE non-ultimate, an acceptable (if second class) target AoE and a PBAoE ultimate roughly equivalent to most such powers. For single target, it has a mid-speed Sniper attack that can be heavily proc-slotted. However, the -defense component of Radiation is essentially worthless (beyond slotting opportunities) because even basic IO builds cap hit chance with trivial ease. I'd consider Radiation one of the stronger sets for AE - as long as you're willing to mix it up in melee range. However, Radiation isn't one of the stronger single target sets.

     

     

    So by this logic, since the - def on radiation blast doesn't really do anything later on, I could just go fire blast and have both the ST and AoE covered?  Too bad fire blast kinda messes with my characters theme... 

  9. Trying to pick which one of these I want to play.

     

    I'm trying to figure out which two of these builds has more AoE in the end, and wether the - res from /sonic adds up to more damage compared to the the - def on /rad, in a solo situation. Guessing both should be fine in a group, since it's a defender after all?

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