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Quote:That's not the reason it won't be done.I
And yes, I realize it's not likely to happen since "Somebody will not like it, therefore it won't be done" but I'm suggesting it nonetheless.
It won't be done because the devs will never change a power in a power set simply for aesthetic reasons.
They had to change Electric Armor's Conserve Power into Energize because tanks would have been able to double up on it, essentially getting perma Conserve Power (a feat that is currently impossible)
Energy Mastery for brutes and stalkers got Superior Conditioning for the exact same reason. -
I have a Fire/Dark Corruptor named "Ghost Wind" in Japanese.
I didn't want to go through all the research to mke sure my grammar is correct, so I just went ahead and named him Reikaze. There are several words that translate loosely to "ghost", I picked the one I liked the sound of the best.
I figured that if kamikaze means "divine wind" and kurokaze means "black wind" then Reikaze would mean "ghost wind". It may or may not be grammatically correct, but it's good enough for me, and it was available, which Kurokaze was not. -
With just SOs or basic IOs Invuln is better. The only thing you can really do with Invuln with Set IOs is make it better at what it's already good at.
With a high end Set IO build, Dark Armor has more potential. Add some defense through IOs and you've got a character that can take on just about anything with little or no issue.
My wife has a DA/Fire tank that is softcapped to S/L/E/N and has a good amount of defense to F/C. That tank can do some ridiculous stuff.
I have a BS/DA scrapper that WAS softcapped until the BotZ changes, and even now with about 35% to ranged and AoE he's still a beast.
I haven't leveled a DA brute, but you should be able to do comparable stuff with it. It has a couple drawbacks compared to tanks and scrappers: It doesn't get as much benefit from the Fighting pool as tanks, and it's base resistances are a little lower, and it doesn't have access to a primary set with a +Defense power (Katana and Broadsword both have one)
Even with those drawbacks in mind, DA can do some ridonkulous things in the hands of a competent player. Invuln is good, but it doesn't get as much benefit from set bonuses as DA. -
I slot 4 Eradication and 2 Scirocco's in my PBAoEs if I'm chasing typed defense. That gets you an additional 1.8 endurance, 3.75% to Energy/Negative defense, and a 2.25% max HP boost from Eradication, and 10% regen from Scirocco's. If you do that with both Spin and Eviscerate you get some significant bonuses out of it.
I'd slot HPT for healing first and stick the Steadfast Res/Def in there. I like 3 Numina's for the regen and Max HP bonuses (you should probably be trying to get as many Max HP bonuses as possible for a WP brute). You can add slots to Strength of Will to put a set of Reactive armor in it to avoid losing the defense bonus. (you're already saving 2 if you take my advice on HPT)
Might as well make the Def/End IOs in your defense powers a LotG to get a couple more 10% regen bonuses. I'd 4 slot LotG in all of them to get the accuracy bonus as well.
Don't drop Maneuvers for Assault, drop Resurgence instead, you probably won't be using it much once you get a good amount of defense.
Slot a Performance Shifter +End in both Superior Conditioning and Physical Perfection, contrary to what a lot of people think they are NOT unique, you can put as many in your build as you have room for. (A WP brute can actually slot FOUR of the damn things)
That's about all I got for you right now, hope it helps! -
If you have 55% global recharge and Hasten 3 slotted you should have perma DP.
This is of course assuming that Invuln's DP is on the same recharge as the /Regen version. I'm pretty sure it is, but there is precedent for identical powers in different sets having different recharge times (Fireball in APPs versus Fireball in Fire Blast is a prime example)
I can't access Mid's from work, but it looks pretty solid from the overview I can see here.
I would replace the slotting you have in Eviscerate and Spin to 4x Eradication and 2x Scirocco's Dervish.
If you can stick a different purple set somewhere else (maybe Hecatomb in Slash?)
I would consider getting more E/N defense kind of a priority, there's a LOT of energy damage floating around, and you don't resist it that well. get a lot of Mus throwing lightning at you and you could be in trouble.
Other upsides of Eradication: another 1.8 end for each set slotted, and more max HP.
The one target thing is nice, but you will seldom only have one target in melee range as a brute, so you could afford to lose some S/L defense, especially seeing as you resist the hell out of it.
My plan with Invuln is to get as much defense as I can to the things I DON'T resist that well.
I'll see if I can tweak your build after I get home from work to do the things I mentioned without losing perma DP (because replacing those Oblits is going to cost you 10% recharge) -
I don't think it's a matter of Malta having any better chance to hit, just the fact that in that ambush more of them are attacking you at once than you would normally ever be facing.
A softcapped SR is going to be hit an average of 1 time for every 20 attacks. Normally that means you're pretty indestructible. But when there are 45+ things attacking you that 1 in 20 starts to get pretty frequent. Add to that the fact that you have 15-20 Operation Engineers all dropping Gun Drones (with that 75% base chance to hit), and you have a situation that has the potential to go south for an SR in a hurry. -
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I'd slot Mental Blast better than that. Playing a Kin, a lot of times you'll only have a chance to throw out one or two attacks, and if one of those attacks happens to be Mental Blast you'd probably want it to deal at least some damage.
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I honestly don't care how often purples drop for me, the only set I actually USE is Fortunata Hypnosis. I just play the game, and if one drops my reaction is "Oh, cool! Free money!"
If you obsess over how often purples drop you're just going to get frustrated with it. I've heard so many people say things like "I've been running this same mission for DAYS and haven't gotten a purple drop, the devs need to fix this or I'm quitting!"
Really? You're going to quit the game because recipes that are SUPPOSED to be super rare won't drop for you? Okaaaaaay then.
Just play the game and don't worry about it. In my experience, when I play my 50s specifically to get purple drops, it never happens. I get them when I'm not even thinking about the possibility of purple drops. -
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Quote:This is my guess. From what I understand, the majority of the work on the incarnate system is done or almost done. If that is true then it just needs testing, and the Alpha slot was already tested some in Going Rogue closed beta.At the latest panel they said "Next week Issue 20 goes into closed beta." So the Beta server gets used for Issue 20 while Issue 19 goes to the Training Room?
So it stands to reason that i19 would go to the test server, and i20 would go to the beta server. -
Quote:You don't need more than 4 in Weave and Strength of Will (Strength of Will is unaffected by recharge enhancements, so 4 Reactive Armor is probably the way to go there) Probably don't need more than 4 in Tough either. Can probably get away with 4 in Mind Over Body too. For the resistance powers use the following from Reactive Armor: Resistance, Res/End, Res/Rech, Res/End/Rech. Being Willpower, you don't need a whole lot of end reduction, and you want to get as much resistance out of them as possible, so if you just slot the 4 that you get resistance enhancement from you will ED cap it (that's when the enhancement number turns red, you won't get it much higher when it does that) 4 in Weave unless you kept the extra slot for a Kismet +Acc IO.ok now that the powers are good the next logical step to me is figure out some good slotting heres what i got
High Pain Tolerance 6
Jab 5
Fast Healing 3 <-- Not crazy about but going off the builds you guys sent
Mind Over Body 5
Indomitable Will 4
Rise to the Challenge 6
Haymaker 5
Quick Recovery 3 <-- Same as Fast Healing
Taunt 5
Boxing 1
Heightened Senses 4
Combat Jumping 1
Knockout Blow 6
Super Jump 1
Swift 1
Rage 3
Health 3
Stamina 3
Tough 5
Foot Stomp 6
Weave 5
Strenght of Will 5
Focus Accuracy 1
Physical Perfection 4
I would suggest putting at least a couple of those extra slots in Focused Accuracy. It is a very expensive toggle, and if you ever want to run it you're going to want more than 1 end reducer in it. Maybe add one to Rage, so you can have 2 Recharges and 2 Rectified Reticle for the S/L defense bonus.
Otherwise looks good. Attack slotting looks fine, and you have the basics covered elsewhere. Looks like you're getting the ideas down, only some minor tweaks this time instead of a complete rebuild. -
Quote:That's also a case of strengthening or shoring up.
Now gimme that vet power that lets me take tough/weave without having to bother with boxing/kick.
Example: Did you know that Boxing will do Containment damage when used by a controller?
I had a Mind/Kin that took advantage of that, hit em with Dominate, walk up and slug 'em. It let me defeat things faster while spreading out my mezzes more to take groups down. Instead of holding them and then killing them with my sleep, I held one, and killed it with Boxing, leaving me free to sleep the LT that came over to beat on me.
Kick is also a nice set mule for characters in need of KB protection but don't have any KB powers to slot Kinetic Crash in. 4 Kinetic Crash gets you an instant 3 points of KB protection, and Kick will accept it.
Granted, both powers are kind of useless for melee ATs, but some other ATs can get some mileage out of them. -
Quote:I think the ability to delete them is probably an unintended side-effect of going Vigilante deleting them.They get deleted if you go Vigilante too. The fact they can be deleted is by design. However, as you've so perfectly demonstrated, perhaps they should be deleted by the system only.
Reward Merits and Vanguard Merits can't be deleted to my knowledge, and there is nothing that auto-deletes them, but Hero and Villain merits get deleted when you are no longer a Hero or Villain, so since they clearly CAN be deleted it makes sense that you'd be able to do so manually.
Sounds like something that was overlooked because no one thought to try and delete them in the beta. Stands to reason that if no one does it, you wouldn't know it can be done. -
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I just bind my travel powers directly to a key instead of binding to a specific slot in a tray.
Like this: /bind KEY powexecname Super Jump
I usually put mine bout to F or G. In the case of Combat Jumping/Super Jump I put CJ on F and SJ on G. I will sometimes bind Sprint to H. -
Check out the build I posted in the thread titled "My first build"
You should be able to adapt some of the things I did in it to your own build.
Willpower is a solid all around set, and it isn't hard to get awesome performance out of it, but it does sometimes get a little pricy. -
Quote:That's why I'm not considering it for my Claws/Regen.I'm not sure if you're suggesting that build for me as an alternative or you'd like some advice as well.
If the former, 15 seconds of mediocre Defense is going to get me killed from the way I play, in less amount of time. That downtime from Shadow Meld is just way too dangerous.
Everyone is gaga over it for /Regen and I'm just not sold on it. I have a hard enough time remembering to hit my heals when I'm slicing and dicing stuff, let alone a defense power that I'd need to hit every 30 seconds.
I would also prefer consistent survivability. -
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Quote:This one isn't going to happen. BaBs has gone on record saying that a staff set would be one of the most difficult things he could make at this point in the game. Staves use a completely different combat stance than anything else, so not only would he have to animate the powers, but also: running, flying, hovering, Ninja Running, Brawl, and anything else you can do with the staff still drawn.
Bow staff, the favorite weapon of some of robinhood's merry men, we have yet to see it used as a melee weapon in CoH, this will be an option to switch to instead of gauntlets.
I can guarantee that he is NOT going to do all that work for a power or two in a power pool. It's either going to be a full powerset, or nothing.
If you pay attention, it's not a real whip. It disappears just like the fire and ice swords when you're done using it. You can't customize it aside from color because it ISN'T a drawn weapon.Quote:Whip; we've seen a flame whip used in demon summoning, why not allow use of a customizable whip in a melee attack pool.
And the same problems happen as with staves. Whips would be a completely separate combat stance from anything else in the game. The same animation issues would occur.
If BaBs isn't going to go through all the trouble to do a staff for ONE power in a power pool, he sure as hell isn't going to do it TWICE for TWO powers in a power pool.
Hate to burst your bubble, but these two will never see the light of day as individual powers in a power pool. We MIGHT get them as complete power sets someday, but that day is probably a long way off. -
Here ya go. Softcapped to S/L/E/N, and 1 stinkin percent away from softcap on Fire and Cold.
Might have minor endurance problems, but if you're planning on teaming most of the time, chances are someone can rectify that for you. Has Maneuvers in the build so you can contribute more to the team than just being a meatshield.
All in all, it should be a pretty solid build. The endurance problems can be solved quite easily if you're willing to give up the softcap (just move a couple slots to QR and Stamina)
Here it is:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(3), Numna-Heal/Rchg(27), S'fstPrt-ResDam/Def+(34), S'fstPrt-ResDam/EndRdx(50)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(43)
Level 2: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(3), Numna-Heal/Rchg(27)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(43)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(7), LkGmblr-Def(7)
Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/EndRdx/Rchg(9), Numna-Heal/Rchg(43)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rng(11), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(13), P'Shift-End%(13)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 16: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(17), Aegis-ResDam/EndRdx(31), Aegis-ResDam(34), Aegis-Psi/Status(45)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(19), LkGmblr-Def/Rchg(42)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(46), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(34)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(25), LkGmblr-Def/Rchg(45)
Level 26: Hurdle -- Empty(A)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), Rec'dRet-ToHit/Rchg(29), Rec'dRet-Pcptn(50)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(45)
Level 32: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33)
Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(36), Thundr-Acc/Dmg/Rchg(36), Insult-Taunt(36), Insult-Taunt/Rchg(37), Insult-Dsrnt%(37)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(40)
Level 41: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(42)
Level 44: Stamina -- P'Shift-End%(A)
Level 47: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(48)
Level 49: Super Jump -- Empty(A)
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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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Quote:To put it in terms of PvP in this game, my mentality is such that I enjoy a good fight, whether I win or lose, more than a fight that is lopsided in either direction. I don't like destroying my opponent with little effort any more than I like being destroyed. When spectators are unsure who will win in the end, I'm having fun.
If all you wanted was to push yourself, there are plenty of non-competitive activities in which you could engage. Being "competitive by nature" inherently means that you don't just want to push yourself, but that you also want to... push others, as it were. And typically those with a competitive nature prefer to win, which means beating others whenever possible. Now, I'm not saying you are a bully, but that competitive, driven mentality is just around the corner from being one; and the environment which encourages such a mentality has churned out or attracted enough of them that it has become a stereotype.
If I win, I congratulate my opponent on a well done fight, because they've earned my respect. If I lose, I congratulate them just the same. It's only a game, and there is no sense at all holding a grudge over a game.
Being competitive does not automatically equal feeling a need to win at any cost.
I enjoy winning like everyone else does, but if I lose fairly, I don't get angry. And I NEVER cheat. I don't have much respect for people who think winning is so important that they will break the rules of whatever contest or game they are competing in. Play fair, and you will have my respect regardless of the outcome, cheat and you will lose my respect just as quickly. -
Quote:It does build fury pretty quickly.I don't know all the mechanics behind generating Fury...but wouldn't Dark Melee generate Fury very quick with Shadow Punch and Smite being quick activating attacks?
Those two powers, along with Brawl in the lower levels seems like a quick way to build Fury.
Also, Soul Drain is AWESOME for pushing you damage even higher.
My main villain is a DM/SR brute and I'm generally at full fury within 10-15 seconds of hitting a mob.
DM lacks any real AoE punch, so I'd suggest picking up an APP/PPP that adds some.

