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Sovera

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Everything posted by Sovera

  1. Easy trick is replacing the proc for another one that does damage with the same or similar PPM. Also, while it does work it's only once every 10 seconds.
  2. I don't even remember that this exists. For 8 hours I'd at least use it while leveling.
  3. Rad paired with SS is just dumb thick strong which explains not feeling follow-ups. Try the (near) immortal build in my signature for another feeling of being a super hero wading through throngs of enemies. It was such a nice leveling experience I'm considering making another and this time level it over the red side.
  4. Kinetic Melee is a problematic set at the moment. It hits weakly and the last power, the T9, animates so slowly without any benefits (the crit able ATs have their T9 reset Power Siphon at least) that it's better to just spam the first three attacks. Now looking at the build you missed on a ton of juicy bonuses by not completing the sets you left unfinished, and also made the error of leaving Overload toggled on which skewed the final numbers but that's easily fixed. Untoggling Overload shows you got S/L defense down back at 46% (it should be at least 45%) but Cold/Fire is at 36% (not a huge problem since not many enemies use cold or fire) and Energy/Negatic is at 39% and 30% respectively (which, yes, is a problem since those two are everywhere in the game). Fortunately it is easy to fix. Swapping the slotting with Power Siphon and Focused Accuracy and making it all Gaussians adds another 2.5% to all. Luck of the Gambler 7.5% recharge is usually desired. Can only have 5 of them slotted but worth chasing. This rule of five applies everywhere and you can check if it's been transgressed here in View Active Sets: That's why I have Weave and Kinetic Shield slotted with LotGs (regen and +HP is nice but not THAT important) instead of Power Shield (1.5% S/L resistances is better in my opinion, but I had reached the limit of 5-of-a-kind and so had to change). You forgot to add both +3% defense to all uniques which is a big 6% accounted for in the 45%. You also forgot the 5% to all resistances in Shield Wall. Hasten is a good power to have since it has a large chunk of recharge. Recharge will make Power Siphon and Energy Drain/Energize come back faster. When I finished I had free slots so I pimped up things like Super Jump, Overload, Boxing and Brawl to push your slow resistances to 90% (the more slow debuffs the slower your attacks and your movement becomes which can be deadly against some enemies) but those are flex spots and can be removed and placed somewhere else. For example the Unbreakable Wall unique gives 100 HP and might be worth over 10% slow resists (but we get HP back from inspirations and Energize but can get the slow resists only from powers and IOs), but it's just 10%. Worth it? Not worth it? MATHS! I think it's worth keeping the extra 10%. But the 2.5% to S/L in Launch could be worth swapping to get that 100 HP. Btw, the Launch slots can go to Combat Jumping if you'd rather pimp that out. If you really do want to keep Concentrate Strike regardless let me know and we'll see what we can shuffle. Probably Overload and then scrounge slots from somewhere. All in all you just got tripped by Overload which is an easy mistake to do when starting but not a biggie. Jynami Shui - Brute (Kinetic Melee - Energy Aura).mbd
  5. Math is fine. It's when the alphabet joins in that the mathapocalypse starts.
  6. Sovera

    Mids Brute Sets

    Half the powers are not slotted on my end: You can fill your two missing powers with Rending Flurry (a staple, it's a point blank AoE. I could even say to trade Shred for Rending Flurry since Shred is a cone and will literally hit half the enemies RF would) and Ground Zero (super long recharge but once loaded with procs it's a good PbAoE. I would suggest looking at the builds posted over the thread in this forum I mentioned above and then also the ones posted in 'Different Axe builds but which to pick' posted over the Scrapper forums (you would have to change the Scrapper ATOs for the Brute ones but the Rad Armor part would be the same) since Mid builds have a lot of complexity. Once you have those builds you can swap the primary to Savage Melee and try to emulate the previous slotting to reach the same numbers.
  7. 17. Notice how 10, 11 and 12 are missing.
  8. Sovera

    Mids Brute Sets

    That proc is not very good. The Archetype Origins (called ATOs for short) for Brutes are pretty horrible which is sad because ATOs are usually pretty good for other ATs (archetypes, or classes as they are known in other MMOs). What the one you asked about does is give a 20% regeneration stack and a 6.6% endurance discount buff. Both can stack up to five times, so 100% regen and 33% endurance discount. It's not BAD, but, it's not great either. But outside of the proc the bonuses are pretty decent with smash/lethal defense, resistance, etc which is why you still see it commonly slotted even so. For the second question it's actually 10% every, I think, 10 seconds, to gain X in an absorb shield that takes damage before you do. But under the hood the chance goes up (if I recall correctly) the lower our HP goes. So it's common never to see it happen at full HP and then see it pop up when out HP starts taking a beating (which is when we'd like to have it anyway). What causes that is actually the unique proc (the 'chance for +absorb'). Despite being nice to have and useful especially as how it tends to trigger when we actually need it, the set is a staple of the game because it comes chockful with good bonuses. The main one is the massive 8.75% recharge, but then the 2.25% resistances to smash/lethal (commonly known as S/L), the HP buff, and the endurance discount is nothing to sneeze at.
  9. 9. If you're the Tank don't go showing off how well you survive by abandoning your team of squishies to solo the other half of the map.
  10. Well, I wasn't going to add more to this subject but since the little barbs keep on coming I'll add some more after all since some people seem obtuse to what a devil's advocate it. When we claim something in this forum we usually ask for a dev to chime in, and when they have then it's the word of god and it's settled. When there are lore doubts in GW2 and confirmation is asked because so much stuff is head-canon and a dev chimes then the matter is settled. When confirmation is required in Blizzard forums a blue name is usually asked for, and when it replies the matter is settled. In none of these are people from outside chiming in accepted as actual proof. The point I was trying to make which is then lost in 'Sovera does not believe we actually have NCsoft's permission, hahaha, what a moron!' is that we have Homecoming word it is done, and a magazine. Do I actually expect NCsoft to make a press release about this? No. Do I assume Homecoming and the magazine are lying? Also no. Perhaps it was my fault for assuming that 'devil's advocate' was a well known idea, but this is the same forum that had a whole brouhaha because niggardly had an N, an I, and two Gs so omg don't use that word.
  11. Oh man, I have bad news for you regarding comics.
  12. There is always the base 5% chance to miss just like us having 45% defense still means we get hit 5% of the time so more than 45% is not needed (with caveats such as debufs or AVs having higher chances to hit, etc).
  13. Not level 3. Relative level. That's the +1, +2 enemies, as in you being 50 and them being 52. Can't go higher than 95%, and after you slot your T3 Alpha all 45+ mobs become -1. So +4 enemies turn into +3. Under level 45 this does not happen but it's not common to fight +4 enemies while under level 44. If it does happen it does warrant having a Kismet slotted in.
  14. Sovera

    Mids Brute Sets

    You're welcome 😄 And it's not a problem. Procs are actually not good in auras (except in the original Irradiated Ground in Radiation Melee, but that's been 'fixed' since) because part of the formula involves AoEs. If the power is an AoE and depending on how wide it is, the chances for a proc to go off lower. Then auras only check for procs every 10 seconds. So every 10 seconds there is a chance for a proc to go off. Not efficient. Some AoEs are decent with procs but it's a case by case basis. To see this consider the rule of thumb: 1) don't slot in an aura, 2) check the proc rate: Hover the mouse over the damage numbers and this tooltip will pop up. The damage proc is the 71.75 (3.5 PPM). The tooltip is cluttered but where it will say (PPM) is where the chance for the proc to go off will be. In this case 87% is magnificent since the ceiling is 90% and it cannot go higher. A damage proc in an AoE can go down to 33% is poor, but, it's in an AoE and you'll be surrounded by enemies so there is bound for some of them to be hit anyway. But then to muddle the waters (which is why I say to inspect in a case by case basis) we have our lord and saviour Fire Melee with something like this ever 5-6 seconds. So with AoE or single target powers always check the chances. Powers with fast recharge like the first attack we can pick (we call them T1, T2, T3, etc because it's their tier) will have something very bad like 17%. At that point we might as well slot bonuses instead of a damage proc. But attacks with a longer recharge can go up to a respectable 50% and still be available every 4-5 seconds thanks to having stacked all those recharge bonuses.
  15. It's definitely improved. You can still not worry much about Toxic/Psi since it's not that prevalent and your Ground Zero now has too few procs making it not as useful. Energy Transfer doesn't, in theory, need so much recharge and since it costs zero endurance it also has zero need for endurance reduction. I say it doesn't need recharge because I loathe using it in its slow 2.9 second form. I prefer using it only after Total Focus so that it's fast. So TF is the linchpin. But ET is pretty powerful and worth using even slow but ugh, 2.9, UGH. The two slots in Punch are not adding as much as you may think. It's 1.5% to psi/toxic/smash/lethal putting them at 80% S/L and 75% toxic. Putting those two slots in Fallout Shelter leaves S/L at 81% and T/P at 77% instead. You have overdone the accuracy in many things. Place your relative enemies at +3 and then check the accuracy of each power. You'll want it at 95% where possible. With Focused Accuracy on you can dump the Kismet and recover one slot. Taking a look at everything some compromises were made but your GZ, ET, TF, and RT boast better damage numbers now and you're still squeaking to 40% SL/M as well as almost 85% to S/L/E. Brute (Energy Melee - Radiation Armor)-WIP.mbd
  16. Sovera

    Mids Brute Sets

    In no particular order: Small bonuses are small but stack up. You can get something like 30% for a particular resistance by adding them. Recharge is the same and adding more recharge from bonuses stacks. Sometimes to a point where Hasten is permanent. Split IOs like damage/recharge are more powerful than single stat ones. Not that it may be visible at first glance when a level 50 accuracy is worth 42% (you chose SO in Mids which is why you see 32%, but generic IOs go to 42%) and a damage/recharge goes to 26%. But basic math shows it gives 52% instead of 42%. Looking at Particle Shielding your current slotting gives it 94% heal and 94% recharge, but we change to a Preventive Medicine and now it gives 73% endurance discount, 97% heal, 73% recharge, on top of giving 2.5% resistances to Smash and Lethal, 3% resistances to fire and cold, 3.75% endurance discount to all your powers, and 8.75% recharge to all your powers. So even losing some recharge from 94% to 73% it recoups back with the bonus and is actually at 80% recharge. Reiterating what I said in the guide you don't lost anything by buying more expensive IOs since they can be sold back or just passed on to an alt. You may balk at seeing each piece of Preventive Medicine is worth around 2-3 million each, but, once bought they are for your whole account to use forever and ever. Endurance problems are no longer a problem once you get a Theft of Essence proc in Radiation Therapy, and of course sprinkle endurance reduction in your attacks. Endurance reduction in attacks helps a lot more than it does in your toggles. One endurance reduction in your toggles is enough. Meltdown is a bit obsolete by now. Not completely, and since it is a single power it's fine to keep and use it, but as I showed in the other thread we can reach 85% to a few resistances by using the bonuses and the incarnate powers (incarnate powers are a level 50 thing). Procs are useful, but less so in your case since they follow a formula based around recharge and your attacks are pretty fast so they don't get a lot out of procs who will have a low chance to activate. It's fine to load attacks with procs, but it does come at a cost of not slotting other things or losing on slotting sets for their bonuses. When building with sets you can just erase your SOs be it in game or in Mids. They cost peanuts and are not worth keeping. If you did check the guide you'll know that one Merit is worth around 200k. A complete build in generic IOs at level 22 (generic IOs never turn red after 5 levels like SOs do) costs around 2 million and will last until level 50 if need be. A new character can earn about 3 million in the first half hour of their life if they are strapped by cash, or just about 2 mill if ignoring the non-play aspect (going around picking badges) and just hitting things and leveling up. This involves selling Merits. Have you checked how many you have yet?
  17. Sovera

    Mids Brute Sets

    Feeling squishy is normal since you're still using SOs/generic IOs. It is time to transition to using inventions and reap bonuses. I was having a talk about slotting Radiation Armor a thread below called 'A question about Rad' which you can probably check for ideas. But first we need to make sure you have the cash to start buying things. Hopefully you should be brimming with Merits from playing (always hoping you did not stick to to radio missions and the Architect). Check my newcomer guide first since it has a lot of useful information. In is how to turn Merits into cash. Don't fret, it's painless. Once having money and sure you're comfortable with the idea of using IOs we can tackle the build. One thing I will point out is that in theory you should have enough attacks in the first three from Savage Melee and have no need for Arcane Bolt. Unless you like it and want to use it of course, but Vicious Slash, Savage Strike, Maiming Slash, repeat, should be available early on once we get your slotting sorted on the cheap.
  18. I have no dog in this. As I specified I was devil advocating. Having or not having NCsoft approval makes no difference to me.
  19. Well, the problem, if I may devil advocate this, is that we're still going on hearsay. We hear from the devs it's a go, we hear from PC Magazine it's a go. We still haven't heard from the sole entity that would confirm it, and, at best, rely on 'but if NCsoft wasn't happy they would say something'. Which is not exactly ironclad proof.
  20. It's way too many hours messing with Mids. Once you spend a lot of time faffing around with it you'll pick all these tricks too 😄 In the future you'll be the one helping people out. One of my first posted builds on Homecoming was using Rad Melee with Contaminated Strike (the T1) and Kick and I was really happy on how it worked so well. Embarrrrrrrrassing 😄
  21. Scrappers can stack DA three times where Brutes/Tankers only get one stack. It's always 15% at least. As a resist set you should bulk up your resists first. Even with capped Melee/S/L you're still going to get ripped ASAP by debuffers and rely on your resists. And some enemies just straight up ignore melee/S/L. With all that said you can try it. I mean, the other poster above was on to something 😄 You can test and see that your original build (with some small improvements lifted from this thread) is doing just fine. Or find it needs a little something more and come back to this thread to fine tune it a bit more. That said there are some small improvements to be made in things like adding +5 dmg/recharge in Ground Zero so it is up more often, and in those use two Obliterations (one of them the damage proc) for another 2.5% SL. Ground Zero as you had it recharges in 39 seconds and does 514 damage. With an Obliteration and Armaggedon damage/recharge it goes to 29 seconds and 446 damage with a bonus 2.5% S/L. Now it's up to you to see if the trade-off is worth it. Total Focus is grossly underslotted. You want it to give you Energy Focus so your Energy Transfer is fast which means it ought to be up as soon as possible. Even with the Kismet it only has 85% to hit +3 enemies. Splitting Superior Brute's Fury is viable as well. You can place three in ET and three in TF and use the other three slots to round up raw stats or add more damage procs. You also forgot the scaling resists from Reactive Defenses which would be another 3%. For incarnates I'd say maybe look at Resilient Radial. Your original build ends with S/L at 84% and Negative at 65% with it. Ageless is not particularly useful for you as well. You don't have enough defenses or baked in defense debuffs for it to help. Barrier would be another 5% defense and 5% resistances minimum and a panic button otherwise. Paralytic is mostly useless. I suggest the tried and true-d Degenerative or the -res one. Between the Obliteration, the Reactive Defenses unique, and Resilient Radial your S/L is now capped and Energy is at 81% while Negative is at 68%. Now if we do a few other tweaks like removing the two Reactive Armor from Meltdown (where they aren't doing much) and move them to Fallout Shelter your Energy goes to 82% and negative to 69%, but your toxic gets a bump from 67% to 71% as well. But since S/L is overcapped if you do take Barrier these can be replaced for Titanium Coating and further improve Energy to 83% and Negative to just shy of 71%. With Barrier you have Energy already just about hardcapped as well. Negative is the hole in Rad Armor and always hard to completely fix it, but, still, getting there. Your Build-up is also unslotted for example, and three Adjusted Targetting would give 3% to E/N (finishing to hardcap energy and even slightly overcapping since with Barrier it would be at 88%) while also making it recharge faster. Removing the slots from Boxing would lover your S/L defense to 44.4% and Melee to 52%. Now your BU is up every 29 seconds instead of 39 seconds and your Energy is at 86% and Negative at 73%. Since S/L is overcapped by 3% and Energy is overcapped by 1.8% you can remove the Touch of Death altogether and have S/L at 84.3% and Energy at 85% where Barrier will cap them both, but it did kill S/L down to 42%. On the other hand you got 6 slots to now play with. You can put them in Total Focus with 5 Hectacombs and a damage proc (Total Focus loves procs) and place the four Kinetics in Energy Punch. What of Meltdown? As a Brute the +damage is watered down and your resistances are now looking almost capped without it so it could be a source of three more slots to mess around with. What about only 33% defense so a small purple caps and it frees a lot of slotting? And if you're going to use Barrier and it adds 5% defense how about aiming for 40% defense instead of 45%? It needs to be you deciding what you want to do and balance things out. Brute (Energy Melee - Radiation Armor)-6.mbd
  22. Brutes have a hard time putting up enough resistances to reach the caps. You're thinking of Tankers who can do that, without Tough, and still have enough slotting freedom to mess with defense. On a Scrapper (which has the same resistance values of a Brute) I squeaked by reaching 70% and then trusting Barrier for the last 5%, but Brute's reach 90% so even duplicating the slotting it would still be missing 15%. As Rad you should be building towards resistances foremost and then faff around with defenses. I bring up the Scrapper again since it was my experiment with Rad Armor and it had 33% melee/Slash/Lethal so a small purple would push the rest to softcap when things went bad. ...then I went Katana and ignored defense since I was softcapped to melee and Lethal just with Divine Avalanche. In regards to your build: - You can proc Radiation Therapy in the spirit of Ground Zero to have another AoE. Add the Theft of Essence proc, add a heal slot, and it will heal you a bit (for each enemy in range), give endurance for each enemy in range as well (with extra backing from the Theft of Essence) and also hurt the enemies. - Energy Transfer is a fantastic power to have four procs because it doesn't need recharge or endurance reduction, so I usually slot one acc/dmg Hami and one +5 damage Hectacomb, then the rest all procs. - Switching from Unbreakable to Titanium coating will give more resistances overall. - You can save a slot from Hasten by +5ing the other two recharges. Click as if to choose an IO and in that window press + five times before clicking on the IO to be placed. - You can further add some resistance by frankenslotting both Power Crash and Whirling Hands. Something like three Scirroco, two Obliterations and the 6th to fix up whatever you're lacking or add another damage proc. Since the values are the same you can check my current experiments with Radiation Armor over the Scrapper forums under the 'Different Axe builds, but which to choose?' that should at least give some slotting ideas. I have Fire Melee, Axe, Claws and Katana builds in there so something ought to fit. As mentioned above you will not reach caps with a Brute though.
  23. You can make 3 million in the first half hour life of a character, so it just means you need to be aware of how to do it. It's not even painful. Please check the newbie guide in my signature.
  24. The (near) immortal Tanker in my signature slows down for AVs, but starts at 0x6 or 0x8 by level 13 and then cruises. I didn't bother switching Scorch for Incinerate which would increase the AV whittling speed.
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