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  1. O HAI PP!

    And I agree with you that PvP should be global and cross server. I'm not sure how difficult making an "instanced server" or whatever would be required but I'm all for the basic idea.
  2. Quote:
    Originally Posted by Stupid_Fanboy View Post
    I use the safeguard/mayhem reward packs as long as I can. I stretched this well into the 30s one time but really, mid twenties is more like it. I set up my build to get a travel power then. That gives me time to set up an attack chain early on, grab stamina and key defensive powers as well.
    This is almost exactly what I do when leveling up a character. Most times I'll respec at 27 (yay vet respecs!) to fine tune my build (adding a travel power, dropping a now unneeded attack) and get ready for stronger powers and enhancements.
  3. QR

    My Blaster (50) and Dominator (30) are my only Energy Blast characters and I really love the KB. It feels very superish to knock someone 10-30 feet with a blast or punch to the face.

    I'm a hover blaster and I use Explosive Blast, Energy Torrent and Static Discharge (blaster EPP, IIRC) for my AoEs and to great effect. During missions I typically aim for Walls or Hover above the Mob to try and lessen my KB with my two AoEs from Energy Blast. But when I use my single target blasts/attacks, I attack wherever I please since my target will be dead very quickly in most cases.

    I would be against any change to Energy Blast that reduced the effectiveness of the KB. Instead the developers should look into creating an enhancement that when slotted, reduced KB to KD. I personally would be pissed if I had to now slot a KB enhancement in my powers to get the same level of KB I had originally. Perhaps with Power Customization we might find ourselves with different versions of the same power which produce different secondary effects (this is an idea, not suggesting this is part of power customization).

    In conclusion, KB is very fun, very super-y and very useful as mitigation. I have noticed, in my 3+ years of playing, that earning the best exp/min is becoming a major trend with the advent of IOs, AE, etc. Sometimes players feel KB, and EB, slow down their exp/min and try to force others to play to suit their greedy endeavors or belittle them for choosing a set for theme or concept. It's players that take this game too seriously that need to get over themselves and their hate for KB.
  4. I'm a little concerned as to what exactly the yellow stuff is being sprayed onto the villain or hero or stick figure-thingy.
  5. My money is on a mitigation type power.
  6. Also note, the grenades -resistance is area based. Simply moving to another area will remove the debuff.
  7. Clouded

    /Inv question

    You might have one too many attacks once you get SL, MC and Artic Breath.

    You have:

    Shadow Punch
    Smite
    Shadow Maul
    Siphon Life
    Midnight Grasp
    Air Superiority
    School of Sharks
    Bile Spray
    Arctic Breath

    That's a lot of clicking going on and you might be able to drop a power or two. Perhaps Shadow Punch or Shadow Maul or School of Sharks. It really depends on your playstyle, etc.

    So my suggestion is to grab the powers you want and try them out. Then go to your Active Build and create and alternative build (with SOs) taking 1-2 less attacks and see how that works for you. You still might be able to squeeze in the Passives and save your self some slotting since attacks generally require more slot investment than the passives.
  8. Clouded

    Fire/Invul Brute

    Quote:
    Originally Posted by jw2112 View Post
    NP at all. I am just glad I got a response!

    The main question I have is why do you grab Taunt so late in the build? I play tanks in WoW and couldn't imagine going without it for so long.
    Personal preference really. I don't consider Taunt a requirement on a brute but it sure is nice to keep the aggro on you when you team. In the below build I moved it up in the selection. I did move some slots around and I think this is a nice build. I built towards +def to get some added mitigation for energy/neg. energy, fice/cold damages. If you are so inclined you could build for max recharge to try and get Dull Pain and Hasten permamenent but that requires alot more infamy from my experience.

    Anyways, take a look.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Level 50 Magic Brute
    Primary Power Set: Fiery Melee
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting

    Villain Profile:
    ------------
    Level 1: Scorch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg(5), C'ngImp-Acc/Dmg/EndRdx(43)
    Level 1: Resist Physical Damage S'fstPrt-ResDam/Def+(A)
    Level 2: Cremate KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg(9), C'ngImp-Acc/Dmg/EndRdx(42)
    Level 4: Dull Pain Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(11), Mrcl-Heal/Rchg(11), H'zdH-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(13), Mrcl-Heal/EndRdx/Rchg(15)
    Level 6: Build Up RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
    Level 8: Incinerate KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg(21), C'ngImp-Acc/Dmg/EndRdx(42)
    Level 10: Hurdle Jump-I(A)
    Level 12: Temp Invulnerability Aegis-ResDam(A), Aegis-ResDam/EndRdx(21), Aegis-ResDam/Rchg(23), Aegis-ResDam/EndRdx/Rchg(23)
    Level 14: Health Numna-Regen/Rcvry+(A), Numna-Heal(25), Mrcl-Rcvry+(25), Mrcl-Heal(43)
    Level 16: Unyielding RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 18: Hasten RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
    Level 20: Stamina P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod(31), P'Shift-End%(43)
    Level 22: Super Speed Winter-ResSlow(A)
    Level 24: Taunt Mocking-Taunt(A), Mocking-Taunt/Rchg(33), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(46), Mocking-Taunt/Rng(46), Mocking-Rchg(50)
    Level 26: Fire Sword Circle Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(42)
    Level 28: Invincibility HO:Cyto(A), HO:Cyto(34), HO:Cyto(36)
    Level 30: Resist Elements RctvArm-ResDam(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx(37)
    Level 32: Greater Fire Sword KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg(39), C'ngImp-Acc/Dmg/EndRdx(40)
    Level 35: Tough Hide LkGmblr-Def(A), LkGmblr-Def/EndRdx(39)
    Level 38: Unstoppable Aegis-ResDam/Rchg(A), TtmC'tng-ResDam/Rchg(40), ImpArm-ResDam/Rchg(40)
    Level 41: Boxing B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(46)
    Level 44: Tough RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45)
    Level 47: Weave LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Resist Energies RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/Rchg(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Fury



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  9. Quote:
    Originally Posted by JanusFrs View Post
    If there is one thing I wouldn't want, it'd be MA! I don't think Brutes fit the balance MA gives. I will agree with Spines and BS. My feelings for Katana are the same as for MA, it doesn't fit brutes. Simply, Brutes are brutal force, where Scrappers and Stalkers are more balanced and wise in fighting capabilities.
    I get what you are saying but kicking someone in the face is pretty brutal my friend.
  10. Clouded

    Fire/Invul Brute

    I might move some slots around. I just went through at a glance and placed some slots to the powers. It might be a couple hours until I get to it, but I'll post something.
  11. Quote:
    Originally Posted by Catwhoorg View Post
    A consistent 8% of earnings globally is hardly a drop.
    I would love a drop like that in my financial bucket.
  12. Clouded

    /Inv question

    Quote:
    Originally Posted by Caffinated_Hero View Post
    I currently don't have Siphon Life, so that's being added. I also waited until level 49 to pick up Midnight Grasp, which was a dreadful mistake. So, one of the Resists will probably be placed in that power pick, Energys most likely.
    Hmmm, now I wonder what you have for your power selection. It might be beneficial to add the Passives and replace something else but hard to say without knowing your power selections.

    Mind sharing your power picks?
  13. Clouded

    Fire/Invul Brute

    Some random thoughts.

    1. Remove Numina's Regen/Recov from Dull Pain and put in a passive, like Health. This way you get the +reg/+recov automatically rather only when DP is active.

    2. Put the Steadfast +3% def IO in RPD. This frees up TI and gives more slotting options.

    3. I think you've over slotted Unstoppable. I can see 3 slots of Res/Rech.

    4. Tough is going to need some Endurance Reduction if you run it constantly.

    5. Think about the +End Proc from Performance Shifter for Stamina. Either replace one End Mod IO or add a 4th slot.

    Lastly, here is a build I would start with and if I have time later I'll post a fully IO build.


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  14. Clouded

    /Inv question

    I tend to take the Passives on my /Inv characters since I prefer to have as much protection as offered. I do dig the resistance to slows and especially End Drain with all the effing Mu you face on CoV.

    What do you plan to take in their place?
  15. Clouded

    Am I Oceanic?

    Quote:
    Originally Posted by Fleeting_Whisper View Post
    What's wrong with happy Stalkers? Happy Stalkers make happy Assassin Strikes

    Is that like the Care Bear Stare?
  16. Quote:
    Originally Posted by Nethergoat View Post
    With all the crying people do about how awesome and unmissable "official" content is and how people are "cheating" themselves by using alternatives, it's asking too much that it be better than something a 5 year old with 'down syndrome' (sic) could come up with?

    Of course not, but youa re running some of the content that was created with the game. Most of the newer content, including most of CoV, avoids the FedEx missions. The Kill-Alls are still around though.
  17. Quote:
    Originally Posted by Kruunch View Post

    The devs even acknowledged (and by proxy gave it their blessing) of extreme farms and levelling with the addition of Ouroboros so characters could go back and do content they out levelled.
    Thanks for this little tidbit here, it made me chuckle like a school boy again. HA!
  18. I put PB on Auto. None of my other brutes have anything on Auto during normal gameplay. On a SF/TF or non-stop type mission I might place Hasten or Rage on Auto if I remember.
  19. QR

    CoV was my first MMO puchase so I was a noob to this game and online gaming in general. It was a learning experience for sure and my most memorable newb moment came during the first week or so of my activation.

    I had just created a new brute and joined my first ever team after staring at the team invite for a few minutes trying to decide if I wanted to subject my teammates to be noobness.

    I joined up and said "hello!" Got a few responses and saw everyone enter the mission. I followed along and once I zoned I decided to make conversation. After about 3-4 lines of comments, someone finally said,

    Dude, are you new or something?
    Clouded: Ya, is my fly open?
    lolwut? no, but talking in global chat rather than team chat is a dead giveaway
    Clouded: oh

    Fun stuff. Next!
  20. I see. Guess someone should post next about how mundane mist AE content is or how their 5 year old nephew with down syndrome could write more enthralling content.

    Me? I like to use my travel powers so FedEx missions, etc don't really get my panties all bunched up and force me to log off. And doing the same mission isn't a large concern of mine either. Crushing critters and having fun are my usual goals and both are accomplished in most defeat all missions.

    To each their own I suppose.
  21. I'd like to see Martial Arts or Spines for Primaries and Ninjitsu or Regeneration for Secondaries.

    And to be off-topic, I'd rather have some new sets all together.
  22. Ok, here are my suggestions in no particular order:

    1. Drop Flurry for Hasten. Having Healing Flames, BU, FE, etc up more often is very beneficial for a Fire/Fire Brute.

    2. Drop either Scorch or Fire Sword. I vote FS. On my Fire/ Brute, I use Scorch as a proc holder and fury builder. I felt FS was unneeded when I had Scorch, Cremate, Incinerate and GFS.

    3. I'd also think about removing Breathe of Fire. You can find a much better AoE in your Patron powers. Fire Sword Circle is a great AoE, especially paired with Dark Obliteration or Ball Lightning.

    Your coding is all wonky so I didn't bother to check out your slotting.
  23. Now I just need some super duper Avatars.
  24. ...and got a second account. I'm running low on slots on Freedom and don't have the urge to try another server. Plus, transferring inf et al is sooooooooooooooooo much easier this way.

    Oh and I have a dirty confession...I PLed my first character using my first account (only to level 12 though). :O

    How many of you have a 2nd, 3rd, etc etc account?
  25. An increase to the aggro cap would be nice but I don't agree with the elimination of the mechanic all together. Limited the # of critters seems reasonable and 30-35 would seem appropriate. Anything more and it just seems "off" if that makes sense.

    In a perfect world, I would suggest the Aggro Cap be determined by the Team Size (and/or difficulty of the mission) rather then just a flat number. This would be present for all ATs and would be different per AT and not universal.

    Tanks might start with an Aggro Cap of 10 while solo and could potentially increase the cap to 35 when teamed with 8. Brutes might start at 10 and cap out around 25, possibly less. Point is that any AT with Armor (primary or secondary) should have a higher cap than those without.

    Squishier ATs, like defenders, would start with a cap around 8 and max out at 17.

    Remember these numbers are all fictious and just my idea.