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Without_Pause

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Everything posted by Without_Pause

  1. I went and did the numbers on this and it checks out to being level 48. The thing which trips me up is my personal experience of a dual boxer goes against this. I might have to do a test on a level 1 build at some point. A 50 won't get a Vet level on a Big Mobs map, but I can't imagine having a character sitting at 48 after the farmer got three Vet levels. I wonder if it is part of AE experience being played with.
  2. I would add a Sent can be good for this. Hover blast and have an armor to keep you safe as well. My Fire/ea has rarely faceplanted. Since Sents have lower target caps and Beam ignores it in terms of its debuff, Beam would be good since ST damage is it's strength and it has -regen.
  3. Having three slots for Inspirs at level 2 I guess leads me to think my definition of farming at level 2 is different than others. You'll want level 3 to add a second row of Inspirs and even then farming can be tricky since you have so little room in your inventory to really convert Inspirs. I prefer a different map, but that's 100% due to PLing my own guys. I can't recall how much I had at 50 on my latest farmer, but I have a built in support system already in place and being Rad/fire meant I could push the pace to 50 faster. Even using 2x XP boosters, you will have far more than 10 million. 10 million can easily be a couple rare IO recipe drops which you craft and sell.
  4. 100 mill is incredibly low. Builds can range a lot, but I feel 500 mill is a far better target for something worthwhile. My estimate for my latest build is around that. Yes, builds can go in the 2 billion range for those who want to. The good news is if you play your 50, getting 5-10 mill in a nights session should be a cake walk, like embarrassingly easy. Builds don't really start farming at level 1. That's a bit of a mislead as you'll have no AoE. Inspir slots are really low until level 25 and capped at level 40. Scrappers also, IIRC, don't crit from their secondary so the damage aura isn't as effective on a Scrapper as it is on a Brute. There is also the question of what do you want to farm? Even getting maxed out build for Fire farming specifically is going to cost some coin. I would build for S/L farms as that can be done for far less and better translates to regular content. If you need currency, I highly recommend searching the guides and market forum for learning about using Converters to convert IOs to better ones which can be sold on the market. Doing the WST can easily get you enough Merits to buy Converters to get up on running. I put in offers for stacks of 10 recipes and anything under 2 mill profit is a waste for the eventual IO I sell. I've flipped about four different IOs for profit from various uncommons to rares and straight purples. I've lost count, but the last time I guessed my worth was around 7 billion. The bulk of that is via the market. I honestly only farm to PL my guys on another account. If I'm you, and I was, I would level the build to 50. Put in level 25 common IOs as you go. Once at 50, horde what you can until you can afford a proper build. The only place you are going with 10 mill is to the market.
  5. There's enough and certainly a high enough percentage of the player base who can rock out IO builds with Incarnates. Death post IOs and even a small about of Incarnates basically amounts to a situation your build isn't good for(debuffs), or so much damage you simply die. Dying on a team feels like a foreign idea. I wish the devs luck in finding a happy medium as some of the power balances how swung a bit on the too good side of things(Tanker buffs, EM rework).
  6. On the opposite end, I find the Scrapper ATOs, really favors sets like Claws and DB since they can dump the +50% Crit proc into such a low damaging attack.
  7. FF and Sonic won't have direct heals, but you can get some heal action going via the ATOs and there are Dark and Water as options. You can also pick up the opposite armor via epics and your stacked defense will make you rather durable.
  8. Cold you don't even have to worry about heals. Cold/beam you just shield the team and then focus on the ST blasts as your debuff spreads so by all accounts you are being effective with doing minimal work.
  9. Rebirth is an Incarnate option. https://hcwiki.cityofheroes.dev/wiki/Destiny_Slot_Abilities#Rebirth
  10. Quite the feat to slot Defender ATOs into defensive powers. Also, Rebirth with likely kill any need to look elsewhere for healing.
  11. Is Decimation's Chance for Build Up deemed different than Gaussian's? Not a big deal either way. I might Swap Focused Accuracy for Conserve Power. This gives me an additional slot. Added slot to FA could give me 5% recharge as an example. Drop Tactics and pick up Assault.
  12. I know Gloom is awesome. I feel zero need to take it unless I think it feels correct for that character.
  13. Guessing converting them over to Transcendent Merits and giving them to the new build.
  14. Body was taken in part since I can go minimal in slotting to free up slots elsewhere as I know I want to go heavy on one offs. DPS be damned, I don't feel the need to add in epic attacks with Claws. I already have a ST and AoE ranged attack anyway. This will be my third time taking Claws to 50. As the bio of my main says, "Downtime is for mortals."
  15. Fire/storm is going to make you wonder if you have an end bar until Incarnates, but it will be one of the highest damaging Controllers sans Fire/kin.
  16. That's one aspect I hadn't looked at after my initial pass. I do tend to exempt a bit and the build is being used for badge collecting, but dropping coin into an alt build isn't that big of a deal either.
  17. I had a Claws/regen on live. I got it to 50 soling a lot and using level 25 common IOs. I felt like the build was fine as is. If there was an issue it was in the 40/45-50 level area. Long term I will say the clicking on the regen powers was annoying. Claws, outside of one power, doesn't really that that long of animations so it wasn't a huge problem. It was just annoying. I can't imagine using Regen with certain sets. There absolutely is a reason why Kat worked/works so well with it as the animations for Kat are all under 2 seconds. Regen would also due well with a mitigation heavy attack set.
  18. I hadn't gone through and done one from the ground up, but I have been copying others and taking notes. S/L resist I would like to have be higher, but compared to my Stalker some of the other resists are higher here, so I'm not too offended. The end game version is about as good as I'm going to get though. I also use the Resist Scaling IO so the resist numbers can go up. Attack Chain ST attack chain can skip Strike by at least 30. I won't die on the hill that is taking it over Swipe though. Neither are used in the end. AoE attack chain is FU + Spin and Shockwave by at least 32+. There's zero need for Eviscerate. Initial Testing No accolades. No Incarnates. I did some leveling content, but I have done Claws to 50 twice and EA to 50 once, so I mostly farmed it to 50. End usage is absolutely there and more so with FA, but EA makes it manageable. I did a +2/x8 mission with nothing but Paragon Protectors without Inspirs and it was manageable. Annoying but manageable. I even took on two mobs at once. Fun times. Energy Drain worked through MoG. I need to look at how much Acc slotting that needs, as it takes Acc slotting but feels auto hit. Maybe add more end drain if possible for smaller packs or single targets. I use Energize for the end discount versus the actual heal aspect. It is a low bar, but I did the 801.0 map at -1/x1 deathless without accolades, Inspires, or Incarnates. Ranged attacks to keep away from debuffs(-recharge) are nice. I did a +2/x5 BP mission with no Inspirs. I'm not sure my health went below 80%. The same mission with a higher mobs size with my Claws/wp Brute inspired the creation of this character despite the Brute also being 50+1. +2 Citadel without Inspirs on a team where I think there was a single support. I had no issues even with troublesome rooms going in solo. Posi was forgettable. Yin was unslotted as I didn't have the build done yet. I fully expect any TFC badge related TF to be boring at this point, so there's honestly no real issues with it during lower level content once built. Currently doing +2/x8. Not sure I want to go +3 yet, or not. There are always missions which make me lower it for a character, so this feels good to drop in a map on the casual side. I see no reason to not do +3 casual in the end. Working on Flashback challenge badges although too early to really comment. You can easily pick and choose which ones to do so you can do multiple challenges in a single mission. I should have 1-14 level range done soon enough with each of the challenge badges. Incarnates Alpha: Musculature Core. Maybe Cardiac if you want to avoid using ED, but I would just rather have things dead. Destiny: Ageless Radial. For two reasons. Def debuffs are absolutely a thing which can screw over this build. I did a mission at +2/x8 and sometimes I wondered if I had any Def debuff resistance. Once Ageless was added in, things got more sane. The added end makes using ED less often. ED has a longer animation so that also means less time killing. Barrier and Rebirth are talking points, but Ageless seems to cover more for what I want. I still really like EA, but the lack of Def debuff resistance is telling. Just try low level soloing x8 mobs. I did that in a level 14 Flashback. Never again. Hybrid: Melee Core. Regen, added Resistance which is a bigger benefit than 1.5% Def, and resistance to annoying status effects which prop up in end game plays. Assault was absolutely in play, but the more I looked into things, I switched. Interface: Degenerative, I know there are others, and it can be deemed pointless on a team if someone else has it as well. Due to Claws being resisted and more about DPS vs. DPA, dropping HP seems more important than adding -Res. Judgement: Ionic or Void. For sheer damage or the added debuff. Lore: Whatever. I tend to use what looks correct for that character versus min/max reasons. I would look for +dmg, heal, -resist, -regen and go from there. I prefer Radial to keep the support around. Cost 500ish mill. All depends on what you have on hand, and such. I'm sure realistically it could be done for cheaper. I absolutely was not low balling prices nor going the way of crafting my own IOs. It's straight attuned with common IOs getting +5ed at some point. There was a single purple in the build, but I removed it after some playing around with it. It went into Strike. It was only really used for low level content so I felt like it was a waste of a slot and better used in Health which what was also getting added in the end game build so now there's just a moving of three slots from Strike to Dampening Field. The current build uses the purple. I'm too lazy to do a respec for a single slot for a build I will move away from. Here's the Exempt build. v3.4 This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Without Pause: Level 49 Mutation Scrapper Primary Power Set: Claws Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Strike -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(3), TchofDth-Dmg/Rchg(3), TchofDth-Acc/Dmg/EndRdx(5), TchofDth-Dmg/EndRdx/Rchg(5) Level 1: Kinetic Shield -- ShlWal-Def(A), ShlWal-Def/EndRdx(7), ShlWal-Def/Rchg(9), ShlWal-Def/EndRdx/Rchg(9), ShlWal-ResDam/Re TP(49) Level 2: Slash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(11), TchofDth-Dmg/Rchg(11), TchofDth-Acc/Dmg/EndRdx(13), TchofDth-Dmg/EndRdx/Rchg(13), AchHee-ResDeb%(15) Level 4: Power Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(15), ShlWal-Def/EndRdx/Rchg(17), ShlWal-Def(17) Level 6: Spin -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(19), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(21), SprScrStr-Acc/Dmg/EndRdx/Rchg(21), SprScrStr-Rchg/+Crit(23) Level 8: Follow Up -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(23), SprCrtStr-Acc/Dmg/Rchg(25), SprCrtStr-Dmg/EndRdx/Rchg(25), SprCrtStr-Acc/Dmg/EndRdx/Rchg(27), SprCrtStr-Rchg/+50% Crit(27) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Dampening Field -- GldArm-3defTpProc(A), ImpArm-ResPsi(45) Level 14: Super Jump -- WntGif-ResSlow(A) Level 16: Energy Protection -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(45) Level 18: Focus -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(29), Dcm-Dmg/Rchg(29), Dcm-Acc/EndRdx/Rchg(31), Dcm-Acc/Dmg/Rchg(31), Dcm-Build%(31) Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(42), Rct-Def/EndRdx(43) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(33), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(43), UnbGrd-EndRdx/Rchg(43) Level 26: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(34), ShlWal-Def/EndRdx/Rchg(34), ShlWal-Def(34), LucoftheG-Def/Rchg+(42) Level 28: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 32: Shockwave -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(39), Bmbdmt-Dam/Rech(39), Bmbdmt-Acc/Dam/Rech(39), Bmbdmt-Acc/Dam/Rech/End(40), SuddAcc--KB/+KD(40) Level 35: Energy Drain -- LucoftheG-Def/Rchg+(A), PreOptmz-EndMod/Rech(48), PreOptmz-EndMod/End/Rech(48) Level 38: Focused Accuracy -- GssSynFr--Build%(A), AdjTrg-ToHit(42), AdjTrg-ToHit/EndRdx(47), AdjTrg-ToHit/EndRdx/Rchg(47) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-EndRdx/Rchg(46) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 49: Assault -- EndRdx-I(A) Level 1: Critical Hit Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-RunSpd(A), Clr-Stlth(48) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40) Level 14: Double Jump ------------ Here's the End Game build v3,3 This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Without Pause: Level 50 Mutation Scrapper Primary Power Set: Claws Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Strike -- TchofDth-Acc/Dmg(A) Level 1: Kinetic Shield -- ShlWal-Def(A), ShlWal-ResDam/Re TP(3), ShlWal-Def/EndRdx(7), ShlWal-Def/Rchg(9), ShlWal-Def/EndRdx/Rchg(9) Level 2: Slash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(11), TchofDth-Dmg/Rchg(11), TchofDth-Acc/Dmg/EndRdx(13), TchofDth-Dmg/EndRdx/Rchg(13), AchHee-ResDeb%(15) Level 4: Power Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(15), ShlWal-Def/EndRdx/Rchg(17), ShlWal-Def(17) Level 6: Spin -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(19), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(21), SprScrStr-Acc/Dmg/EndRdx/Rchg(21), SprScrStr-Rchg/+Crit(23) Level 8: Follow Up -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(23), SprCrtStr-Acc/Dmg/Rchg(25), SprCrtStr-Dmg/EndRdx/Rchg(25), SprCrtStr-Acc/Dmg/EndRdx/Rchg(27), SprCrtStr-Rchg/+50% Crit(27) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Dampening Field -- GldArm-3defTpProc(A), ImpArm-ResPsi(45), TtnCtn-ResDam/EndRdx(47), TtnCtn-ResDam/Rchg(47), TtnCtn-ResDam(49), TtnCtn-ResDam/EndRdx/Rchg(49) Level 14: Super Jump -- WntGif-ResSlow(A) Level 16: Energy Protection -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(45) Level 18: Focus -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(29), Dcm-Dmg/Rchg(29), Dcm-Acc/EndRdx/Rchg(31), Dcm-Acc/Dmg/Rchg(31), Dcm-Build%(31) Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(42), Rct-Def/EndRdx(43) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(33), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(43), UnbGrd-EndRdx/Rchg(43) Level 26: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(34), ShlWal-Def/EndRdx/Rchg(34), ShlWal-Def(34), LucoftheG-Def/Rchg+(42) Level 28: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 32: Shockwave -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(39), Bmbdmt-Dam/Rech(39), Bmbdmt-Acc/Dam/Rech(39), Bmbdmt-Acc/Dam/Rech/End(40), SuddAcc--KB/+KD(40) Level 35: Energy Drain -- LucoftheG-Def/Rchg+(A), PreOptmz-EndMod/Rech(48), PreOptmz-EndMod/End/Rech(48) Level 38: Focused Accuracy -- GssSynFr--Build%(A), AdjTrg-ToHit(42), AdjTrg-ToHit/EndRdx(50), AdjTrg-ToHit/EndRdx/Rchg(50) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-EndRdx/Rchg(46) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 49: Assault -- EndRdx-I(A) Level 1: Critical Hit Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-RunSpd(A), Clr-Stlth(48) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40) Level 14: Double Jump ------------
  19. @Troo has been running a Stone/regen Brute through various things(ITF, Trapdoor) and posting about their experience with it.
  20. The only stand out for a Brute is how IG works with Fury with you loading up on damage procs. A Tank would get bigger AoEs and a +Res proc ATO. To add, I like Resist sets on a Brute since having the +Res proc on a Resist set for a Tank might be a bit of overkill.
  21. A case can be made for AoE with DoTs. They might not be as big, but they can certainly hit harder.
  22. Well, this is a Brute thread.
  23. In other words, post changes SS is still the smallest PBAoE of any melee set and not even tied in that regard. If something was 8 feet it is now 12. SS went from 6 to 9. Yay?
  24. I'm pulling from CoD, so is it wrong? I played StJ on a Tank post changes and felt the smaller AoE aspect.
  25. Radius Spinning Strike: 6 feet. Whirling Axe: 8 feet. Whirling Sword: 8 feet. Whirling Hands: 8 feet. Whirling Mace: 8 feet. Spin: 8 feet. Typhoon's Edge: 8 feet. Dragon's Tail: 8 feet. The Lotus Drops: 8 feet. Burst: 8 feet. Rending Flurry: 8 feet. Whirling Smash: 10 feet. Fire Sword Circle: 10 feet. Frozen Aura.: 10 feet. Mass Levitate: 10 feet. Atom Smasher: 10 feet. Eye of the Storm: 10 feet. Foot Stomp: 15 Feet. Spines Burst: 15 ft. Tremor: 15 ft. If by on opposite ends of radius to the point of FS being 2.5 times bigger, then yes, SS is not that far off. Additional spaces used for impact.
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