Auroxis

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  1. Auroxis

    ST Blaster

    Quote:
    Originally Posted by Jibikao View Post
    But Flare has 2.18s recharge and Fire Blast has 4s. The listed damage in Mids is high because it includes all the DoT damage?

    Shriek is a 3s attack and Scream is a 6s attack.

    I know Fire Blast does the most damage but I am just wondering maybe with enough +damage on yourself, Sonic can surpass Fire Blast in the end or Shout is hurting the dps too bad?
    Shout hurts DPS quite a bit(or rather Blaze is just amazing in comparison). Sonic is not the best ST blast set by itself. When in teams however, the -res from sonic often ends up contributing more to team damage than the damage from fire could.
  2. EM on Brutes isn't all that good, mainly because Fury doesn't work well with the long animating attacks of EM.

    EM works well with Elec Armor however, due to Energize being one of the best self heals in the game, something Energy Transfer needs.
  3. As a blaster I couldn't help but smile during the tower rooftop scene.
  4. Here's a brute build I made a while back:


    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spiritual: Level 50 Mutation Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), HO:Nucle(5)
    Level 1: Charged Armor -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam/Rchg:40(9)
    Level 2: Jacobs Ladder -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(9), Oblit-Acc/Dmg/Rchg:50(11), Oblit-Dmg/Rchg:50(11), Oblit-Acc/Rchg:50(13), Oblit-Dmg:50(27)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam:40(15), RctvArm-ResDam/EndRdx/Rchg:40(15)
    Level 6: Lightning Field -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Acc/Dmg:50(17), Sciroc-Dmg/EndRdx:50(17), Sciroc-Acc/Rchg:50(34)
    Level 8: Thunder Strike -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(19), Oblit-Dmg/Rchg:50(21), Oblit-Acc/Rchg:50(21), Oblit-Dmg:50(23), Oblit-%Dam:50(23)
    Level 10: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(25), RechRdx-I:50(27)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
    Level 14: Super Speed -- Run-I:50(A)
    Level 16: Static Shield -- ResDam-I:50(A), ResDam-I:50(19)
    Level 18: Grounded -- S'fstPrt-ResDam/Def+:30(A)
    Level 20: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40), C'ngImp-Acc/Dmg/Rchg:50(40)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
    Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(36), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam/Rchg:40(37)
    Level 26: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(34), Ksmt-ToHit+:30(48)
    Level 28: Energize -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal/Rchg:50(37), Numna-Heal:50(39), RechRdx-I:50(39)
    Level 30: Lightning Reflexes -- Run-I:50(A)
    Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-%Dam:50(36), Oblit-Acc/Rchg:50(43), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(50)
    Level 35: Power Sink -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(36), P'Shift-EndMod:50(43)
    Level 38: Power Surge -- TtmC'tng-ResDam/Rchg:50(A)
    Level 41: Electrifying Fences -- Enf'dOp-Acc/Immob/Rchg:50(A), Enf'dOp-Immob/Rng:50(42), Enf'dOp-Acc/Rchg:50(42), Enf'dOp-Acc/EndRdx:50(42), Enf'dOp-EndRdx/Immob:50(46), Enf'dOp-Acc/Immob:50(50)
    Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dam%:50(46)
    Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def/EndRdx:50(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(33)
    Level 1: Sprint -- QckFt-EndRdx/RunSpd:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(33), P'Shift-EndMod/Acc:50(33)
  5. In my experience, you won't have a softcapped positional defenses scrapper build unless your secondary is defense based(SR,SD). Softcapped S/L defense however is doable with enough Influence on almost any scrapper.


    My Elec tanker had a choice between going for softcapped S/L defense or 32.5% to all positionals(one purple to softcap). I chose the 32.5% option, since Elec Armor has pretty good S/L resistance and the 32.5% option gives me more versatility, while also being significantly cheaper.
  6. I'd go for a new TF or a mission arc over a new powerset.

    How about this mission arc:

    "Castle has gone berserk! Neutralize him before Super Strength is nerfed!"
    You will be accompanied by Manticore and Positron to help you fight, and Wretch who will constantly be whining about Rage. Your reward for completing the arc will be the nerf beam, a long recharging 10 use blast with a -10% debuff to everything.

    Hopefully I've given an AE wiz a good idea.
  7. Auroxis

    ST Blaster

    Quote:
    Originally Posted by ChiosuBlues View Post
    A set having a move does not mean that I'll use it. See 98% of the scrapper player base and 'Confront'.
    You went and said in response to my Fire/Elec suggestion that you don't like damage auras and other primaries besides Fire are sounding good to you. It sounded like you thought the damage aura was in the Fire primary as opposed to the Elec secondary, since you had /Elec as your first pick. It was a misunderstanding.
  8. Auroxis

    ST Blaster

    Quote:
    Originally Posted by ChiosuBlues View Post
    Sorry, I never use damage auras. En/, Ice/, and Sonic/ are sounding sweet.
    You don't need the damage aura from /Elec to have the best ST DPS thanks to Shocking Grasp. Also, your original pick was /Elec which has the damage aura.
  9. Auroxis

    ST Blaster

    For pure ST DPS purposes, Fire/Elec is the best out there due to the amount of high DPA attacks at your disposal along with a damage aura.
  10. I'm gonna spare you the "go for the +defense and perma DP instead" speech, because I'm guessing you probably knew about that already.

    If you want to get more regen, you could get 3 ranged ST attacks from an APP and slot them with 2 devastations and 2 apocalypse each. Also, get another slot in Health for a Heal IO. All that should get you about 90% more regen.

    If you didn't know that softcapping your invuln will likely be more effective, I'd advise you to go here:
    http://boards.cityofheroes.com/showthread.php?t=126983
  11. If your worry is a tricky foe like a sapper, a hold power from the APP will do better than Dark Consumption. Since you're a DM, the AoE attack from the APP will help you a lot as well.
  12. Quote:
    Originally Posted by Neparos View Post
    Does Stone Armor with both defense and resistance cap count?
    Stone Armor also has potential for capping HP, having very high regen, and has solid DDR. Its immense survivability comes not from just one or two factors, but from having all of the tanking factors covered(with the exception of the psi hole).
  13. I applied the 32.5% positionals concept(one purp to softcap, cheaper than going for S/L) from my Elec/Fire build on yours. It came out alright, but I'm not sure getting rid of Fireball to reach that level of defense is worth it on EM, which already has AoE DPS issues. I didn't bother with power selection levels for exemping, so keep that in mind. This build is meant for the spiritual alpha(see the slotting for Hasten and Energize).

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!


    Code:
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  14. You're still playing him joe? That looks pretty endurance heavy to me, even with cardiac.
  15. FYI you can replace the Cytos in Fortitude with Membranes, that will free up a couple slots.
  16. Pretty survivable, but the procs aren't helping much, as the damage is still sub-par. Looking at it closely the procs seem to do more harm than good(not giving you more DPS than a damage IO).
  17. I put DM in the same category as SM. Great mitigation and ST damage, but poor AoE damage.

    I wasn't aware DM had endurance issues though, the powers don't really reflect that.
  18. SS/Elec is a great combo. My favorite brute combo, in fact. SS is endurance heavy and recharge hungry(both are taken care of with Elec Armor), and combines good mitigation with great overall damage.

    Elec/Elec is also pretty great. Damn good at draining the endurance of whatever comes your way, and you get BU+LR up faster due to the built in +Recharge.

    Other good pairings with Elec Melee are SD and SR. Both have a defense nature that makes it easier to get recharge bonuses through IO's.

    SD gives you more oomph to your already great burst AoE damage, it's a very popular combo.

    SR gives you the recharge bonus like Elec Armor does, and is probably the cheapest powerset in terms of maximizing its survivability potential.

    The downside of the defense based powersets is that once the resistance based sets start putting tons of influence in their builds for +defense(and get softcapped like the build I posted) the defense sets start lagging behind in terms of survivability.


    As for Stone Melee, I'm not a big fan. Yes the ST damage is great, and you get incredible levels of mitigation, but I like having AoE damage and SM falls flat on that.
  19. It would be nice to have, but it wouldn't make GM hunting teams more common unless the accolade gave some sort of benefit.
  20. Auroxis

    inv/ss 2nd build

    Are you asking whether or not you should add Unstoppable to your build? Or change your build to chain Unstoppable-Ethereal Shift-Unstoppable?

    If it's the former(take the power), just think about the game as it is now. Does it present challenges you think you need Unstoppable to deal with? The only current challenge I can think of is Hydra in the Apex TF.

    If it's the latter(chain), keep in mind you will need to be very close to the recharge cap on Unstoppable in order to chain Unstoppable and Ethereal Shift(probably doable with spiritual core alpha).


    As for the strategy, it might have issues. You're basically giving up any aggression for 30 seconds, which might be enough time for squishies to take the aggro in your place, depending on the situation.
  21. All great suggestions from DSorrow. Out of curiosity, does Shadow Meld have a rooting animation?
  22. It would be hard to give Granite enough jump just to make it able to hop a couple feet and nothing more. Consider Hurdle enhancements and IR, both could make Granite jumping easy.

    The only way I could see it happening is if Granite gave you a debuff to jump hardcap instead of a very high jump debuff.
  23. Here's my finished SS/Elec build. It doesn't have the KB protection you want, but you can put -KB IO's in Super Speed and Power Surge. As for flight, I'm sure temp flight will be enough.


    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!



    Here's what I would do to fit the -KB in:


    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!
  24. Quote:
    Originally Posted by Soul_Stormer View Post
    still doesn't really give me any answers on going for +regen and its viability. i know i can go +rech for perma dull pain, but what about going for +regen without necessarily focusing on +rech.
    You can get the spiritual alpha, it will get you closer to perma Dull Pain(+ get you a bit more HP out of it) and get you some more regen from health. You can actually save a couple slots if you go that route.


    If it helps, I have this brute Invulnerability build meant for taking the spiritual alpha, that focuses on getting regen and capped S/L(and +HP which you shouldn't need as much). Maybe it'll give you some ideas.


    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!