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Tsuko

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Everything posted by Tsuko

  1. Hi 🙂 To begin with, excuse me for my ol' and rusty english, i french 🙂 First, Thugs / nature MM being considered top tiers pvp MM, is it a PVE or PVP build ? 1. MM pets needs stamina to dps, and they dont have the stamina set so, here, by not taking lifegiving spore or Ageless, you ll lack a decent recovery management power, Victory rush can help too. 2. MM active attacks are fun, so is Cross punch. But you realize how many powers and slots you take for 2 "buffed" attacks at 350 damage, while your overgrowth is not perma : Nature is a hungry click set, MM tends to be slow, Nature is even worse with all his ground effects. And believe me, your arsonist will give you enough things to deal with 😛 not to mention the bruiser : having a brute Tiers 3 pets is fine but Bruiser need to be alive to Knock out punch to hell things 😉 You will never have the time to manage your pets / heal / buff / debuff and having a decent attack rotation. 3. At least, you have a sloted Gang war (and not just a set dump power), that's nice. But you ll miss all the fun of Thugs Nature MM by not taking burn out 😉 gang war / burn out / gang war / overgrowth = 26 pets on steroid focusing an AV... i dont know if it s more funny than deadly 😛 There is nothing better than having more pets than freakshow is the last mission of the penelope yin TF 😄 Imho, it s the biggest and most hilarious DPS burst of the game. 4. Entangling aura. As his Radiation cousin, Shoking cloud, this power is one of the best passive CC power : dont forget that Bruiser is a Super strenght Brute so he Knockout blow... MÊlÊe attack being a hold MAG 3 too 😉 with both even Bosses finish hold. Here my MM thug nature : The VeGan Riot ! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Vegan Riot: Level 50 Magic Mastermind Primary Power Set: Thugs Secondary Power Set: Nature Affinity Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Call Thugs -- HO:Nucle(A), SlbAll-Build%(3), SprMarofS-Dmg/EndRdx(3), SprMarofS-EndRdx/+Resist/+Regen(5), ExpStr-Dam%(5), EdcoftheM-PetDef(7) Level 1: Corrosive Enzymes -- Acc-I(A) Level 2: Regrowth -- Pnc-Heal(A), Pnc-Heal/EndRedux(11), Pnc-EndRdx/Rchg(11), Pnc-Heal/Rchg(13), Pnc-Heal/EndRedux/Rchg(13) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 6: Equip Thugs -- EndRdx-I(A) Level 8: Super Speed -- BlsoftheZ-ResKB(A) Level 10: Spore Cloud -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(19), DarWtcDsp-ToHitDeb/EndRdx(19), DarWtcDsp-Rchg/EndRdx(21) Level 12: Call Enforcer -- LucoftheG-Def/Rchg+(A), AchHee-ResDeb%(21), SprMarofS-Acc/Dmg/EndRdx(23), ShlBrk-%Dam(23), TchofLadG-%Dam(25), SprMarofS-Acc/Dmg(25) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(27), Krm-ResKB(42) Level 16: Lifegiving Spores -- Pnc-Heal(A), Pnc-Heal/EndRedux(27), Pnc-EndRdx/Rchg(29), Pnc-Heal/Rchg(29), Pnc-Heal/EndRedux/Rchg(31), PrfShf-EndMod(31) Level 18: Gang War -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg/EndRdx/Rchg(31), SvrRgh-PetResDam(33), SprCmmoft-Acc/Dmg/Rchg(33), SprCmmoft-Dmg/EndRdx/Rchg(33) Level 20: Wild Growth -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34), GldArm-RechRes(34), NmnCnv-Heal(34), NmnCnv-Heal/Rchg(36), NmnCnv-EndRdx/Rchg(36) Level 22: Wild Bastion -- Pnc-Heal(A), Pnc-Heal/EndRedux(36), Pnc-EndRdx/Rchg(37), Pnc-Heal/Rchg(37), Pnc-Heal/EndRedux/Rchg(37) Level 24: Assault -- EndRdx-I(A) Level 26: Call Bruiser -- ExpStr-Dam%(A), SprMarofS-Acc/EndRdx(39), SprMarofS-Dmg(39), HO:Nucle(39), ExpRnf-+Res(Pets)(40), CaltoArm-+Def(Pets)(40) Level 28: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(42), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(43) Level 30: Tactics -- HO:Cyto(A), HO:Cyto(40) Level 32: Upgrade Equipment -- EndRdx-I(A) Level 35: Entangling Aura -- SprEnt-Rchg/AbsorbProc(A), UnbCns-EndRdx/Hold(43), UnbCns-Hold(43), UnbCns-Hold/Rchg(45), UnbCns-Acc/Hold/Rchg(45), UnbCns-Acc/Rchg(45) Level 38: Overgrowth -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(46), GssSynFr--ToHit(46), GssSynFr--ToHit/Rchg(46), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(50) Level 44: Tough -- UnbGrd-Max HP%(A) Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50) Level 49: Burnout -- RechRdx-I(A), RechRdx-I(50) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(9) 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 -- UnbLea-Stlth(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15), Mrc-Rcvry+(15) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17) Level 1: Punk Level 1: Arsonist Level 12: Enforcer Level 26: Bruiser Level 50: Reactive Radial Flawless Interface Level 50: Ageless Core Epiphany Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Support Core Embodiment Level 50: Musculature Radial Paragon Level 50: Ion Core Final Judgement Level 50: Longbow Core Superior Ally ------------
  2. You forget the less than 40 seconds "Holy shit Masterminds" 😉
  3. This is the main point, imo. We spent years in CoV clearing all the content (i will never forget the pleasure to clear the RSF the first time with SO builds...) with Brutes as tanks. And all was smooth : Brutes are perfectly good at tanking content. Brutes tend to tank with the "scrapper best defense" in mind : dead things will not hurt your team. The OP points directly to the core of CoX design : you can play a "holy trinity" game (huge wall tanks with no damage + glass canon damage dealer + glass canon support) or a more hybrid game which is basically what City of vilains added to the game. "Now" Incarnates blurred even more the borders between AT : Scrappers can tank a good part of the endgame content with ease : my Titan Weapon / Bio-Armor scrapper solo kill a rikti pylon in 77 seconds and can tank APEX or tin Mage 2 with no major issues. 1. As said above : tanks and brutes have 90% resist cap 🙂 Def and resist are extremly important but there are others "layers" of resilience in the game like Health / Regen / Absorb. Those 3 "brothers" stats are very important and tied together : the more Hp you have, the more Regen and absorb you can have (and absorb benefit from both res and def). 2. not all the scrappers "reign supreme" on the pure DPS department : there is only one monster, Titan Weapons Scrappers : they (we :p) are the tree hiding the whole forest. Titan Weapon scrappers can more or less do what a stalker can do in single target and have better area damage DPS. Here is a screenshot of my last test run for my new build : a 4 seconds of "TW fun" with a ATO +50% chance to crit proc - Stalkers deal extreme damage but at the cost of team utility (well 2 shotin' any boss is a form of team utility on his own :D) - Scrappers deal extreme damage but less on demand, aside, scrappers (and Bio armors one's especially) almost have as much taunt utilities than brutes. Other things to consider is the "weight" of each AT in a team : Brutes clearly prefer to be alone to agro cause of fury management
  4. Or use the build 2 or 3. +5 builds can be very effective but it requires you to build with the +5 in mind. So all AT / build dont benefit at the same level of a "full" +5 build. +5 IOs have 2 goals : 1) having more with 6 slots : a +5 set will give you 10% more of all stats covered. 2) having the same effect with less slot : Hasten is cap with 2 io +5, instead of the classical 3 slots. 1 thing is sure : +5 io are more powerfull but is it worth ? It s totally based on your will to do it. Nothing in the game requires a full +5 build. But if you really want to min / max your toon 100%, +5 build is the way to go.
  5. Nice to read, Players always find ways to enjoy their AT in Coh. But i only play toon with optimal no limit builds : and for the 2 lvl 50 sentinels i have : i always find that with the very same IOs (ATO / purple / event) i could have better result on any other AT. The only good side i found is that Sentinels dont need a total investment to be fine. Sentinels should be the best AT to play for a total beginner with no infamy (with no farm motivation)
  6. What bugs me is that the only one sentinel build able to cap defenses i found was a /EA with epic Minds links. Imo, atm Sentinels are the less interesting toon to massively invest into.
  7. Avoiding telenuke on the ground is basic gameplay on any pve game.
  8. First one : Nin / Nin with max perception bonus to track down "fake" stealth people in pvp zone 🙂 and the AS in Ninjato was a piece of art back in the day. Now : Psy / bio pvp with "intercept" build AKA based on Greater Psy Blade and Moonbeam. Street Justice / bio pve with Fire epic : very fun, powerfull and well rounded.
  9. The main strenght of the Major is her insane hacking ability. But i dont see a way to represent that in the game. Her second best weapon is her tactic/leadership skills : she will use everything she can to have the job done : so I feel that she uses Guns only because it's the best weapon she can have in "her" world. She tends to use her cyborg resilience and strenght to overwhelmed her oponent. For me, her 2 most iconic scenes are the stealth chase / fight and the last fight vs the tank. So, imho, The Major in Paragon City will not use guns if she can throw fire or having "telepatic" ways to hack brain at range. Based on this, My Major Kusanagi is a Street Justice / Bio stalker. The Bio armor theme for me is the only one way to represent her Cyborg body, i just dont take dna siphon, parasitic or the sleep aura. I just dream that one day we could have a "gun" oriented epic pool.
  10. it might be true for the arc of destruction opening for brute, they dont have strong ato to proc : for scrapper, the +50% crit on arc is hard to avoid. If the Rend Armor have a achille Heels chance for - res on top of his own debuff, i'm not sure the (2.244 - 2.508) 0,264 sec is not so worth compared to def / res debuff. Given that TW dps is all about hitting our FT as much as possible, i prefer to dive in momentum on a debuff target (or with a chance to have +50% crit chance for a few seconds). Edit : About the clickies, it's like the huge endurance need : all is solved by Set bonus,+5 ios and incarnates : i choosed a 45,51 def lethal / smash def with lighter others def at 37ish % (in offensive). With such def and Ablative / defensive adaptation used "pre pull" i dont really need to click things. 1807 absorb is a cool mitigation tool. I used my DNA to taunt or before diving into momentum and i dont even have parasitic. When i solo AV, i use Demonic Aura as a "pseudo T9". When i team, i always have 1 or 2 cold defenders with max def and HP buff or /dark controler.
  11. I dont feel animation speed of "diving into momentum" is worth over the DPA or utilities : on my testing, for scrapper, opening momentum burst with Arc (to proc scrapper +50% crit ATO) or Rend armor (for debuff and the DPA of the attack) was always better than crushing blow. I know other TW even "remove" crushing blow for moonbeam. I have to admit it s not an option for me : i "main tank" with my tw bio scrapper so the only "non momentum" attacks i allow myself are DNA and taunt (only for AV cause we almost always run heavy def buff team so support are on mÊlÊe range and the TW bio scrapper area damage clear thrash and agro)
  12. there is another "downside" to tw : once you have a TW scrapper (/bio for me) geared, all other dps toon feels so slow
  13. Bio armor "taunt" aura is not on the damage one : it's on Evolving armor. It's a Taunt mag 3 with 13,6 sec. If i forget to remove it when teaming with low to medium geared tanker or brutes, they cannot keep agro. Bio Armor also have an active pbaoe taunt in their active heal / endu clicky : DNA Siphon. The taunt is very low on this one but added to the Evolve Armor, it's perfect to keep thrash away from your supports. I abuse those almost every day to tank speedruns TF for my team. We often use 3 TW / bio scrappers with blasters and support.
  14. Any TW attacks gives you Momentum when (if) you hit your target. Images are better than words (with my rusty english... :x)
  15. and for the OP : I quote Savage MÊlÊe "DOES NOT SCALE AS WELL WITH CRIT! Numerically and mechanically, seems made for brutes and ESPECIALLY stalkers" (and tankers, imho) Source : https://docs.google.com/spreadsheets/d/1av2vWL9UVgGw183BbjFNweJze7N5P3Tn8tYSppdFQgE/edit#gid=647164741
  16. I m curently taking care of a stone / savage tanker, extremly happy with it : savage leap is gold on a full granite build and savage provide an exelent single target "dps" to keep agro from my TW bio scrappers mates, with just enough area to help to keep agro enough time for thrash clearing.
  17. Beware, prepare your umbrella, you gonna have soon the rain of "i play what i want" warriors 😄
  18. Full geared Titan Weapon / Bio armor Scrappers out-dps all curent ATs. (out of consideration of context, of course)
  19. The real thing is that nobody knows cause it would be "unpolite" to say the truth on the Forum. Truth like Empath are usefull only in Raid for their Auras. Or Tanker became useless with incarnates not finished by Devs. (just take a look at the september 19 patchnote, when devs buff so much an AT, there is a reason) Or Sentinels... It's the exact same situation that Final Fantasy 14 🙂 All people says they want to do "endgame" content, but if they do BS with awful AT, we are "rude" to told them 😄
  20. That's Tutorial copy paste 🙂 Incarnate Stalkers can just "powerhouse" the whole content (as all AT)
  21. So you use meltdown during the fight or not at all ? 🙂
  22. Very nice 🙂 Did you use meltdown pre pull ?
  23. dam i should have miss click. Ty ! i ll try on another toon.
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