ClawsandEffect

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  1. Quote:
    Originally Posted by jose2390 View Post
    I heard that brutes are like scrappers with tank abilities. Correct me if I'm wrong. Also, I noticed that brutes have a "fury" bar. Can someone please break it all down to me? What exactly is a brute? Thanks
    A brute falls somewhere between a tank and a scrapper.

    They can tank, but not as well as a real tank.
    And they deal good damage, but high end scrappers will outdo them.

    The fury bar is basically: The more you attack and are attacked, the more damage you will do. If you go for a while without fighting, you will lose fury and deal less damage. In a nutshell, that's why you see brutes acting like psychos, always rushing into the next mob to fight, it's so they can keep their fury bar filled to deal the most damage possible.

    As a brute, you can tank in a pinch (some builds are better at it than others), but you shouldn't be expected to all the time. You can also deal good damage, but as I mentioned before, a well built scrapper will usually outdamage you.
  2. Quote:
    Originally Posted by Rock_Crag View Post

    Also.... I'm pretty sure Elec Armor doesn't have the highest resist numbers.
    Highest BASE resistance. Electric Armor gives you 35% resistance on a tank to everything it resists. Invuln gives you better Smashing/Lethal Resistance in the whole set, but that's using 3 powers. Electric gets 35% resistance unenhanced...in ONE power. It's 26.5% for scrappers, brutes, and stalkers...again, higher than any other set.

    The base numbers of Electric Armor's shields are higher than the other resist sets, probably to make up for the fact that it gets nothing else. No added damage (like Burn, Shield Charge, Fiery Embrace) and no inherent defense.
  3. ClawsandEffect

    Spines/wp

    Sorry, didn't mean to come off like a dick there. I was pressed for time and had to make my point as quickly as possible.

    Work on getting some defense built up. You want TYPED defense on a Willpower, not positional. To that end, look into slotting Kinetic Combat, Eradication, Reactive Armor, Rectified Reticle (in Build Up).

    Take Tough and Weave, they're awesome powers for any WP character. get a Steadfast Protection Res/Def and put it in High Pain Tolerance. Fill 3 more slots in HPT with either 3 Numina's or 3 generic heal IOs (I'm partial to the Numina's)

    Slot Rise to the Challenge with Numina's. Same with Fast Healing (only 3 there)
    and Health (if you took it)

    Your goals are to get as much Max HP as possible, as much Regen as possible, get your S/L defense as high as possible, and get some decent resists going on.

    4 Eradication and a Dam/End from 2 other sets will work for Quills, 4 Eradication and 2 Scirocco's will work for Spine Burst and Ripper.

    Don't bother with purples, they aren't going to help keep you alive (though Ragnarok is a good set for Throw Spines)

    Hope that helps you get a better idea how to build your toon.
  4. Sounds like you ran into some especially stupid players rather than any flaw in the AT.

    You don't have to play a blaster to run into a room like an idiot and die, any AT can do that just as well.
  5. Quote:
    Originally Posted by Tsuji View Post
    Oh that's cool, I didn't realize the end drain was so manageable. Is there any reason you didn't use parry instead of softcapping though? DPS chain or something?
    I DID use Parry...that's how I softcapped. I did it positionally instead of typed.

    As far as I know, the only sets that can do that with DA are the Sword sets (BS and Kat)
  6. Quote:
    Originally Posted by Wiggz View Post

    Then again, I don't subscribe to that definition of using the secondary powers more than the primary onces - I'd say I use them equally.
    Exactly.

    A blaster that only uses half of his powers, in either direction, is only half a blaster. You are a BLASTER, your job is to deal damage, and a lot of it.....your location at the time of said damage is completely irrelevant.
  7. Quote:
    Originally Posted by Rock_Crag View Post
    You forgot Brutes. They were affected by the change. All they have to do is go into the Elec armors power, change what it is and what it does... and poof: The changes are made. It's not like Elec Armor Tanks/Scrappers/Brutes are going to be missing Grounded and have to fill the hole. Devs will replace that power with something and then *that* power assumes the same spot and slotting that Grounded had.
    But that would be assuming that you would get another power at that level that will accept Resistance sets.....in a powerset that ALREADY gets higher resistance numbers than the others.

    What you describe here is pretty much the definition of a violation of the Cottage Rule.

    Yes, Electric Armor DID get Conserve Power changed to Energize....but it still functions the same as Conserve Power, just for less of a discount and for a shorter duration.

    If you change a passive resistance power to a self rez it is completely changing the function of the power....even if you can slot resistance sets in it.

    Edit: I find it somewhat amusing that the OP is suggesting that a set be given a self rez, when most other players would rather the rez be removed in sets that already have them....in favor of something more useful.
  8. Quote:
    Originally Posted by Tsuji View Post
    Hahah I meant recharge for the purposes of conserve power, not your attack chain. I was assuming your scrapper had a ton of recharge since most av soloers I've seen have crazy amounts of recharge.
    Nope, my scrapper didn't have much recharge either. When you softcap a BS/DA the first thing that goes is recharge. My attack chain consisted of "whatever happens to be up when I go to hit a power".

    It worked out pretty good though. It takes him about 3-3.5 minutes to drain his end bar, and Conserve Power is recharged by then. I usually popped it when I had about 1/5th of the bar left. He soloed some AVs, but it was NOT a quick process.

    I'm anticipating much the same with my tank, except I already know I can run a consistent chain with him. Since survivability is going to pretty much be a given I can, focus on damage output on my tank. I chose the chain I did because A) It doesn't need ANY global recharge to run (the most I need in anything is 71% recharge) and B) It has the potential to stack up to 60% -res between Bruising and the two procs (I need to start saving for the PvP IO though)
  9. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Almost certainly. If it's doable with Brawl it is theoretically doable with any power.
    It likely is. I suspect the reason it hasn't been done yet has more to do with the number of people that have each power respectively.

    100% of the characters in the game have Brawl.

    I'm quite sure the number of characters that have Kick is substantially lower. They did it with Brawl because it was something everyone would benefit from, while Kick isn't taken often enough to make it a priority for them.

    It's probably one of those "when we have time to do it" propositions.
  10. Slot Radiation Infection for To-Hit Debuff instead of Defense Debuff. By the late game you should have no trouble at all hitting enemies, what you want is to make it harder for them to hit you.
  11. Slight possible problem: You may need to respec again when i19 goes live. I don't know if a character who does not already have the Fitness pool will get it as inherent as soon as it goes live, but I'm thinking it will not. Since pre-existing characters will not be automatically losing the pool, it stands to reason that they will not automatically gain it either. From what we have been told thus far, pre-existing characters will remain exactly as they are until respecced, and I see no reason that wouldn't be true of characters that do not have Fitness already.
  12. Quote:
    Originally Posted by Dechs Kaison View Post

    Gaussian's takes six slots to fill out and, even in all those slots, it does not enhance the one thing you really want enhanced. If you are going for the defense from the set, which is by far the best bonus it has to offer, you give up the opportunity to frankenslot in some additional recharge.
    Well, if you're talking about putting it in Build Up that statement is true.

    If you're putting it in Tactics though, why would you want more recharge?

    The set enhances what it is meant to enhance just fine. It is meant to enhance to-hit buffs, and it does so nicely.

    I concede the point that in Grey Pilgrim's case it is not the best use of his slots, but that does not mean it is true for everyone. And if I misinterpreted what you were saying, I apologize.
  13. ClawsandEffect

    A dev in pvp!!!!

    I heard from a semi-reliable source that they are looking into removing Travel Suppression and Heal Decay in PvP. At least the Travel Suppression when attacked or using a heal or inspiration, the suppression when you fire an attack yourself will probably remain, since it is still that way in PvE.

    (The source is reliable, but that doesn't mean they won't change their minds about it)
  14. Quote:
    Originally Posted by BrandX View Post

    His suggestion said to put everything in Grounded into Static field. So really, you'd be gaining a power slot with this suggestion.
    But....what about all the characters that would suddenly become broken because they still have a power that doesn't exist anymore?

    If you take away Grounded, suddenly you have a whole lot of characters with a power that they aren't supposed to have. You can see an example of something similar by looking at Electric Armor itself. I refer to the fact that Scrappers and Tanks get Energize earlier than Brutes and Stalkers do. They could do that because when they made that change, Electric Armor was brand new to scrappers and tanks and there were no characters in existence to be affected by the change. If they had moved Energize up in the set for the pre-existing characters it would likely have broken them in various ways when they suddenly had powers they couldn't possibly have at that level.
  15. Quote:
    Originally Posted by Bill Z Bubba View Post
    Should SR be altered? Yes, it should.

    Same power order as brutes? Yea, I think that would help.
    Big problem with that Bill.

    How many SR scrappers would that completely break?

    They can't do it for the same reason Electric Armor Brutes and Stalkers didn't get Energize earlier like tanks and scrappers did.

    What would happen if they put that change through and suddenly a bunch of level 25 scrappers had a power that they shouldn't be able to take until 35? (Quickness)

    If they can come up with a solution, sure. But just swapping around the powers without addressing the inherent problems will break probably thousands of characters in a bad way.
  16. Yes, we should retain the ability to solo AVs at least. It is NOT easy to do, and requires a significant investment of time and resources. I don't feel that just any random character that runs into one should be able to do it, but it should remain an achievable goal to work towards.

    GMs I feel should be difficult to beat, as far as I'm aware there are a VERY limited number of builds that can take one solo. My wife and I have duoed several of them with a Rad/Sonic Defender and a Necro/Poison MM. My Rad/Sonic defender can solo one in theory, but I have not actually pulled it off yet. On paper, his build can do it, but I keep getting streaks of bad luck when I try it, so I haven't done it yet.

    AV/GM soloing is a niche ability. More often than not, a character built to do it suffers in other aspects of the game, so it should remain possible provided you are willing to sacrifice effectiveness at other things.
  17. ClawsandEffect

    Kidnapped!

    Quote:
    Originally Posted by Zyphoid View Post
    There are also no dogs, or cats.
    There are no dogs or cats because they would have to create a 4 legged skeleton from scratch to put them in the game.

    I can almost guarantee they aren't going to do that much work just so we can have some stray cats running around.
  18. Quote:
    Originally Posted by Werner View Post
    My soft-capped Katana/Dark was endurance sustainable, and that was with Cloak of Fear instead of Oppressive Gloom. Mind you, that was before the IO nerfs, and he isn't any more. But it should be a solvable problem, particularly in I19. I wasn't sustainable leveling, but it wasn't horrible, just had to make sure everything had sufficient endurance reduction. Frankenslotting my attacks helped tremendously.
    This.

    My BS/DA is still endurance sustainable for anything except a particularly long AV fight. His survivability suffered a little with the BotZ changes, but he can keep going nearly indefinitely endurance-wise.
  19. Quote:
    Originally Posted by Tsuji View Post
    The only thing I can think of that might be an issues is your build doesn't have much recharge, but even then I'm sure you can tone down your strikes for a while if it ends up being an issue
    I already established that I have enough recharge to run Nimble Slash-Blinding Feint-Attack Vitals combo nonstop.

    I DON'T have enough to run Blinding Feint-Attack Vitals back to back, but since I'm using Nimble Slash for the -res anyway, it reduces my recharge requirements.

    I'll be sure to let you know when I drop an AV with the build. I don't have much time to play due to the recent birth of my son, so it's going to be a while (this particular tank is only level 12 at the moment)
  20. ClawsandEffect

    Spines/wp

    If you're fighting mobs of bosses of course you're going to be getting rocked.

    Bosses deal a lot of burst damage, which is Willpower's weak point.

    You're taking a build and putting it up against a thing that it has issues with.

    If you're build is really okay....try taking it out of AE and you'll find that it will do better.
  21. Quote:
    Originally Posted by Auroxis View Post
    Really depends on how you slot your other tier 1/2 attacks. If I have a 1-2 second cooldown between Mind Probe and X-Ray Beam while mezzed, IMO it's not that big of a deal. Of course that's with intensive recharge slotting and set bonuses, which a new character won't have. So it probably is a good idea to pick it up before you start pimping your char.
    1) You can't use Mind Probe while mezzed, it is the tier 2 secondary power, and only the tier 1 secondary power is usable while mezzed (that would be Subdual in the case of Mental Manipulation)

    2) Even if you COULD use Mind Probe....it's a melee attack. If you get mezzed by an enemy that stays 30 feet away and shoots you, it's still going to be useless.

    3) It's generally not a good idea to think in terms of extremely pimped out characters, because (forum posters notwithstanding) those characters are pretty rare. Saying "Oh, it doesn't matter once your character is pimped out"...doesn't help in the slightest when someone is asking for advice on how to build it in the first place.

    I always take both of the first two attacks on any blaster, and I slot the tier 1 secondary power as an attack as well (unless I'm /Devices). It is extremely nice to have a full attack chain while you're mezzed.
  22. Quote:
    Originally Posted by Dechs Kaison View Post
    And in Grey Pilgrim's build, the one which we are referring to, he cannot afford those slots because none of those set bonuses are worth the benefit he gets out of those slots when put elsewhere.
    Which was addressed in the post you quoted by me saying "when I can afford to 6 slot the power they are going in"

    Your previous post read very much as saying "Gaussian's is useless on a typed defense build, and you should never use it"

    I was disagreeing with the impression I got from that post.

    Gaussian's gives you the same amount to all types that Reactive Armor gives, and it has bonuses that are a helluva lot more useful than Reactive Armor's immobilize resistance. If you have a couple slots to spare, Gaussian's is very much worth it. Especially seeing as how there aren't an overabundance of sets a tank can slot that give you a 2.5% recovery bonus. That alone makes it worth it to me.
  23. Quote:
    Originally Posted by Tsuji View Post
    Well, I don't think you're going to be killing the AVs before conserve power wears off.
    Didn't expect to.

    My build is almost endurance sustainable as it is, it will drain slowly through the course of a fight. All I need Conserve Power for is for when my end starts getting low, it will let my recovery fill my end bar back up, at which point it will start slowly draining again after Conserve Power wears off.

    I used the same tactic with my Broadsword/Dark Armor AV soloing scrapper and it worked beautifully.
  24. Here's what I came up with.

    S/L defense is almost softcapped, Energy/Negative is at 39%, Fire/Cold is at 27%. (That's with only one target in range of Invincibility)

    Recovery is better, Regen is better, and you should deal a bit more damage too. Never overlook the usefulness of slow sets when working with Ice Melee. They let you slot Kinetic Combats and still get your accuracy and damage up there, while providing a small recovery bonus (I used Tempered Readiness for that exact reason)

    I don't know how attached you are to Fly, but if it's a must have on the character you can swap Combat Jumping out for it (since I'm quite sure you have the 60 month Vet Reward)

    With this build you should be nearly unkillable while dealing decent damage.





    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Ice Melee
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), TmpRdns-Acc/Slow(43), TmpRdns-Acc/Dmg/Slow(45)
    Level 2: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), TmpRdns-Acc/Dmg/Slow(40), TmpRdns-Acc/Slow(45)
    Level 4: Frost -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(46), TmpRdns-Acc/Slow(50)
    Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(46)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(11), Mocking-Rchg(11), Mocking-Acc/Rchg(34)
    Level 12: Hurdle -- Empty(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15), Numna-Heal(15)
    Level 16: Resist Physical Damage -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), S'fstPrt-ResDam/Def+(17)
    Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(37)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(39)
    Level 22: Ice Patch -- RechRdx-I(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), Ksmt-ToHit+(27)
    Level 28: Freezing Touch -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-Rchg/Hold(29), P'ngS'Fest-Acc/Dmg(39), P'ngS'Fest-Dmg/EndRdx(40), P'ngS'Fest-Dmg/Rchg(40)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
    Level 35: Greater Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), TmpRdns-Acc/Slow(37), TmpRdns-Acc/Dmg/Slow(37)
    Level 38: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
    Level 41: Frozen Aura -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-Dmg/Rchg(42), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(43)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(48), Panac-Heal/+End(48)
    Level 49: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(50), RctvArm-ResDam/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 2: Ninja Run



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  25. Read this thread: http://boards.cityofheroes.com/showthread.php?t=189427

    BS/DA and Kat/DA are discussed extensively in it.