Brynstar

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  1. Brynstar

    Ninjas/Storm?

    Quote:
    Originally Posted by Reptlbrain View Post
    Since a Ninja/Storm thread just started, any thoughts on this particular build?

    The existing character is lvl 23 and had been in mothballs for a while, but I finally got it out to push to Hurricane/"SO-lvls" to see if the least ninjas' tissue-like qualities might be lessened. I'm not sure if I'll actually get the motivation to put the IO love into the fella.

    Questions about it:
    Is it foolish to give up Smoke Flash? I'm not great at directing the Ninjas; this is my first MM to get to the second pet. (I have Smoke Flash now, but it doesn't seem to be advantageous enough for its end costs.)

    I realize that soft-capped ranged def+ Hurricane is usually overkill.

    Tornado and Lightning Storm might be Frankenslotted instead, for more rech/endredux.

    Any critiques or comments on foolish or better slotting?

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Storm Summoning
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Presence
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Call Genin -- BldM'dt-Acc/Dmg:30(A), BldM'dt-Dmg/EndRdx:30(3), BldM'dt-Acc/EndRdx:30(3), BldM'dt-Acc/Dmg/EndRdx:30(5), BldM'dt-Acc:30(5), BldM'dt-Dmg:30(7)
    Level 1: Gale -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(9), ExStrk-Dam%:20(9)
    Level 2: O2 Boost -- H'zdH-Heal/EndRdx:40(A), Dct'dW-Heal/EndRdx:30(7)
    Level 4: Snow Storm -- EndRdx-I:40(A)
    Level 6: Train Ninjas -- EndRdx-I:30(A)
    Level 8: Swift -- Flight-I:30(A)
    Level 10: Steamy Mist -- DefBuff-I:40(A), S'dpty-Def/EndRdx:40(11), S'fstPrt-ResDam/Def+:30(11), RedFtn-Def/EndRdx:40(13), S'fstPrt-ResDam/EndRdx:30(15), RctvArm-ResDam/EndRdx:40(15)
    Level 12: Call Jounin -- BldM'dt-Acc/Dmg:30(A), BldM'dt-Dmg:40(13), BldM'dt-Dmg/EndRdx:30(17), BldM'dt-Acc/EndRdx:30(17), BldM'dt-Acc/Dmg/EndRdx:30(19), BldM'dt-Acc:30(19)
    Level 14: Health -- Empty(A)
    Level 16: Freezing Rain -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(31), ShldBrk-Acc/Rchg:30(33), ShldBrk-DefDeb/EndRdx/Rchg:30(33), RechRdx-I:30(33), UndDef-Rchg/EndRdx:30(34)
    Level 18: Maneuvers -- RedFtn-Def/EndRdx:30(A), GftotA-Def/EndRdx:40(21), S'dpty-Def/EndRdx:30(45)
    Level 20: Stamina -- P'Shift-EndMod:30(A), P'Shift-EndMod/Rchg:30(21), P'Shift-EndMod/Acc/Rchg:30(27), P'Shift-Acc/Rchg:30(29), P'Shift-EndMod/Acc:30(31), P'Shift-End%:30(31)
    Level 22: Hurricane -- DarkWD-ToHitDeb:30(A), DarkWD-ToHitDeb/Rchg:30(23), DarkWD-ToHitdeb/Rchg/EndRdx:30(23), DarkWD-ToHitDeb/EndRdx:30(27)
    Level 24: Hover -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(25), Flight-I:30(25)
    Level 26: Oni -- BldM'dt-Acc/Dmg:30(A), BldM'dt-Dmg/EndRdx:30(34), BldM'dt-Acc/EndRdx:30(34), BldM'dt-Acc/Dmg/EndRdx:30(36), BldM'dt-Acc:30(36), BldM'dt-Dmg:30(36)
    Level 28: Fly -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(29)
    Level 30: Provoke -- Mocking-Taunt:30(A), Mocking-Taunt/Rchg:30(37), Mocking-Taunt/Rchg/Rng:30(37), Mocking-Acc/Rchg:30(37), Mocking-Taunt/Rng:30(39), Mocking-Rchg:30(39)
    Level 32: Kuji In Zen -- EndRdx-I:30(A)
    Level 35: Tornado -- C'Arms-Acc/Rchg:30(A), C'Arms-Acc/Dmg:30(39), C'Arms-Dmg/EndRdx:30(40), C'Arms-Acc/Dmg/Rchg:30(40), C'Arms-EndRdx/Dmg/Rchg:30(40), C'Arms-+Def(Pets):30(42)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(42), Thundr-Dmg/Rchg:30(42), Thundr-Acc/Dmg/Rchg:30(43), Thundr-Acc/Dmg/EndRdx:30(43), Thundr-Dmg/EndRdx/Rchg:30(43)
    Level 41: School of Sharks -- TotHntr-Acc/Rchg:40(A), TotHntr-EndRdx/Immob:40(45), TotHntr-Acc/EndRdx:40(45), TotHntr-Immob/Acc:40(46), TotHntr-Acc/Immob/Rchg:40(50), TotHntr-Dam%:40(50)
    Level 44: Knockout Blow -- Lock-Acc/Hold:40(A), Lock-Acc/Rchg:40(46), Lock-Rchg/Hold:40(46), Lock-EndRdx/Rchg/Hold:40(48), Lock-Acc/EndRdx/Rchg/Hold:40(48), Lock-%Hold:40(48)
    Level 47: Shark Skin -- EndRdx-I:40(A)
    Level 49: Spirit Shark Jaws -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(50)
    ------------
    I don't think that the ranged cap is worth what you are giving up to get it. A great advantage to Ninja/Storm is that you can slot all 4 pet auras. 10% Def and 20% resist to all is nothing to sneeze at.

    Freezing rain is a great Proc power. i would recommend the -res from Achilles heel and at least a dmg proc or 2.

    You are gonna want more than a single end redux in the pet upgrades. especially for when you need to use then during combat.
  2. Neither of those builds are very expensive to IO out. Thugs can use both the Pet damage and the rech intensive pet auras. The enforcer can use a few diff procs. Pain doesn't have a whole lot of IO options either.

    I would say IO out both sets. It will probably cost less to IO both of them than it would a single brute.
  3. Quote:
    Originally Posted by Panzerwaffen View Post
    Katana has much better AOE damage than Broadsword as well.
    How does Katana have "Much" better AoE dmg than BS?? The cones do similar dmg and the PBAoE are almost the same as well with the same Rech??
  4. Quote:
    Originally Posted by Nintova View Post
    The first point is on the head mate. I have them to stack on bosses, or rather the stunning shot used to with my older version. The recharge on this version doesn't allow me to keep them perma stunned so the cryo cycles between shots.

    The Air Superiority is really a way to get a ST on it's butt. It cycles fast, hits reasonably well and has that oh so wonderful knockup. Against Lts and lower it's 90% ( it seems like ! ) likely to flip em. That it's a mule too is icing. Power thrust is "ok" but doesn't hit as well as AS in my experience.

    As for Bonesmasher... well it's 3x as slow activating and more than 2x the endo cost, doesn't have a -Fly and really the only thing I like is the energy damage it adds. I'm not a blapper so not as interested in spike damage from a melee attack. Different play styles and all that
    Do you mean Total Focus because AS and Bonesmasher have the same exact animation time??
  5. LIMITS??? What's that?? My bots/dark just ran both of Abyss' arcs at +0/x8 (longbow and kheld PPD) and it was a cake walk. I like /traps, but it's terrible as a 'reaction' set.
  6. I think their thought process was why can't a granite brute jump a curve but it can do a flip and slash some guys?? Though then one could say why can granite brutes do Tremor, Total Focus and Whirling mace/axe/FSC??

    Not sure why they did this then!!!!
  7. Rank in terms of what??? The sets that aren't as good defensively make up for it with added offense or end tools. It all depends on what you want out of a set.
  8. I turned that on under the pet section and it didnt do anything. I'll have to see if I can figure it out after the servers come back up.

    thanks for the help.
  9. Do you know what option section it's under? I didn't see it in there.
  10. I was recently watching a video about I16 and noticed in one of the scenes a Grav controller that had a pet display window similar to a Masterminds. How do you get this window to show up. I've looked around on my controller and can't find the option anywhere.

    Any help??
  11. Why is web envelope overlapping for a bane? Just take that instead of WaWG, then you don't have to redraw the mace. Web Envelope is better than WaWG anyway.
  12. Brynstar

    Brute? MEH!

    Dear Devs: Please make BillZ clearly and visibly better than every other player in the game :P
  13. Quote:
    Originally Posted by Renton_NA View Post
    Just sayin this whole game could use a nice makeover and some spicing up. Looks appeal more than seeing a bunch of orange numbers in the long run. Just sayin... if theres something you unlock in a game... like... hm... in WoW or something you want a character with NEW looks and NEW powers and NEW animations, not the same crap I see a scrapper or blaster using.

    Still though...I sadly say I love my Huntsman... as crappy as his power may look... they make up for it when I see a bunch of dead bodies when the venom cloud disappears
    LOLWoW!!!
  14. Brynstar

    Am I alone?

    I don't understand how any of the scrapper secondaries can have a "feel" at that low of a level. You only have access to up to 4 of the powers?????

    If anything /Shield has the most well rounded low end game. You get Mezz protection, +hp, +res to all types of dmg (except psi), and Def to all positions..... all by lvl 10. All of the other sets have either no Mezz protection or key powers missing until lvl 16 or so.

    /Shield starts to feel different at the same point as most of the other sets...... Lvl 16 when powers like RttC, Dark Regen, AAO, Integration, Unyeilding become available to the secondaries.

    Wait until you get AAO and Shield Charge then let us know how you feel about the set.
  15. You can get plenty of Acc, Dmg, and End redux in the thugs and Bruiser at only 4 slots. I put the pet dmg uniques in them and the 2 rech intensive uniques in Gang war then frankenslotted for Acc/Dmg/Rech.
  16. [ QUOTE ]
    Nope, they still KB. Enforcers do anyways.


    EDIT: Punks can also KB.

    [/ QUOTE ]

    Enforcers don't have any knockback (of any mag) in their attacks.
  17. The only knockback (high enough mag to be knockback) that thugs have is the bruiser's hurl boulder. The rest of the thugs powers are low mag enough to be knockdown.

    For mercs the Commando has several powers that cause knockback (M30 grenade, buckshot, LRM rocket).

    And all the bots have knockback in some of their attacks.

    The best best is thugs.
  18. My Thugs/Pain or my Bots/Dark will be fine candidates for Hard Mode!!!
  19. Brynstar

    Thoughts on DM?

    My last DM brute was DM/Shield and he is a beast. If you both made /Shield brutes you would feed off of each other very well.

    DM/Shield has some of the best synergy among brute builds. DM fills in the heal and end recovery that Shields lacks and Shield Charge helps with DM's lack of AoE. Not to mention that the -to hit stacks with the DEF from Shields.
  20. Brynstar

    Mercs/TA

    I would put the -res proc in the soldiers first. the 2 non-medics have heavy burst with the second upgrade so thats 2 AoEs that each have a chance to proc on each target.
  21. [ QUOTE ]
    Sigh... this again. To start off with, all the SoA are awesome and I've never understood the need to ignore that Forts, Crabs and NW have clear advantages over Banes.

    [ QUOTE ]

    Night Widows have no mitigation in their attacks, which banes have stuns, a hold, and knockdown. This helps not only the Bane survive but any teammates as well. One major way this is important is the ability to de-toggle nasty debuffs or buffs that enemies may use (hurricane, chill of the night, invincibility).

    [/ QUOTE ]

    False. NW have very high levels of -recharge which they can stack up on a tough enemy in seconds. It's quite amazing when you see a mob running away because it no longer has any attacks recharged.

    [ QUOTE ]
    Having access to -res makes the bane better at fighting tougher bosses not to mention that Banes do Smashing, toxic, and energy dmg which are less resisted than lethal and psi.

    [/ QUOTE ]

    Again, false. Both -res cause redraw which hurts Bane DPS which already lags behind Night Widows.

    I'm not biased by the way. I play a Widow/Fort and a Bane/Huntsman. I think that the Bane is good, the huntsman amazing (almost as good as a Crab without the ugly arms), and the NW/Fort obscenely strong.

    I like Banes a lot. I really think they're fun to play. But they don't compare offensively to Widows and they are at best equal to Widows on the defensive front.

    [/ QUOTE ]

    Fair enough on the -rech but widows still lack any way to de-toggle an enemy and as for re-draw it may lower DPS but the -res really increases burst dmg. especially against an enemy with resistances to the Banes/Widows dmg types.

    I agree that on Average Widows will do more consistent dmg than Banes, but banes can perform much better against enemies that Widows have problems with (CoT ghosts, robots, Rikti bosses)

    I have run both builds to the 40s and there were enemy groups that I avoided with my Widow while my Bane could crack most targets equally.
  22. He does the placate animation with the Mace out. Using Placate doesn't cause redraw.
  23. I disagree with the use of the word "Better". beyond Critical attacks from stealth Banes and NW are very different.

    Night Widows have no mitigation in their attacks, which banes have stuns, a hold, and knockdown. This helps not only the Bane survive but any teammates as well. One major way this is important is the ability to de-toggle nasty debuffs or buffs that enemies may use (hurricane, chill of the night, invincibility).

    Having access to -res makes the bane better at fighting tougher bosses not to mention that Banes do Smashing, toxic, and energy dmg which are less resisted than lethal and psi.

    I think with only SOs a NW is ahead of a Bane, but a soft-capped IOed out Bane can equal or outperform a NW.....especially on a team.
  24. Can anyone tell me what the resistance cap is for MM pets??
  25. I really like the idea of /Pain for zombies. World of Pain will stack with the resists zombies already possess and the heal radius and animation makes /Pain much better for keeping pets alive when compared to /Dark.

    Necro/Dark has awesome debuff potential with the Lich+Servant+the MMs debuffs, while Necro/Pain is a very well-rounded MM with the Lich controlling and debuffing while you are healing/buffing/debuffing.

    You can't go wrong either way. I would go Necro/Pain just because Necro/Dark has been done to death since day one of CoV