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Posts
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Joined
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Here's my current set up:
To explain some of my build choices, I must say that this build is meant primarily for killing tough targets. Running the math, I believe I have sustainable endurance without Dark Consumption, increasing DPS. Smite is maxed with procs, to further increase DPS. I believe DPS increases survivability, because as time goes down so does the ability of certain AVs (GW, cough cough) to use insta-kill abilites. Siphon Life is slotted to maximize healing and damage, and Hasten is just under perma (I run around with empowerment buffs all the time though, so it is basically perma). OWtS allows me to become virtually a Granite tank, especially combined with a T4 Rebirth. My hope is that with Incarnate abilities I will be able to solo TFs like the STF, LRSF, ITF, LGTF, etc.
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So we are clear, here is the format I’m going to use.
First 6 letters are primary, secondary, archtype (First two letters of archtype name). Kheldians will just be the archtype.
Next letter is price range. I’m going to use I for infinite, E for expensive (no purples or expensive PvP enhancements), F for frankenslot, and B, for basic.
Then I’ll give the first three letters from poster’s name and 3 numbers (the post # in the thread, or in the thread that I pull it from if I start looking in other threads). This should make it both unlikely to have a repeat number and easy to find a build with the search function. I may also put a symbol at the end if the build is for special purpose, such as exempting, PvPing, or farming. If someone devises a more intuitive system, let me know.
Here is our list currently:
DMSDSCICOM001
MAWISCIMAU002
DMINSCIMAU003
ELELSCEMAU004
DMINSCIBAS005
KADASCIWER006
DMSDSCIIGO007
KARESCIELES008
DMSDSCIEVAS010
KAFISCIAUR011
KAWISCEIGG017
ELSDSCIORG018
MARESCFIGG019
BSSDSCEHOP023
BSELSCEMAU024
ELSDSCISPI025
KMSDSCISPI026 -
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Actually, the brute does NOT have the highest damage cap. Damage cap = Damage Scalar * Max Damage boost. Brutes might be able to get a damage boost of 750%, but the start with only a .65 scalar. Most likely the best DPS would be a stalker with 7 teammates boosting crit rate, at damage boost cap.
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I've been thinking about a way to categorize builds with a identification code, something that wouldn't be used in ordinary language, and would be unique to the build. Something like this:
Build: Fire/Fire Scrapper
FRFRSCxxxx
Build Ice/Emp Controller
ICEMCOxxxx
When we get a few more builds in I'll try to make a list and give each one a number, so it will be easily searchable. -
Every day, in the various archtype forums, someone asks for a build. Most of these threads go basically ignored, unless a reward is thrown in (like in the Defender forum's latest build thread). There are even more people who don't make these threads, and go around with a very small knowledge base about builds. Because there isn't really a "build" forum (despite the Market and Invention forum, which generally focuses on individual sets and enhancements), I'd like to have a thread where people could see example builds collected in one place, and to have a place to discuss building philosophies. Hopefully, when someone asks for a [X]/[X] build with softcapped defense, we will be able to point to posts X, Y, Z in this thread. Or, alternatively, requests could be taken in the thread for a new build.
So, without further ado, I'd like to start by showing an example and format.
Build: Dark Melee/Shield Defense
Price Range: Infinite
Goals: Soft-capped Defense/Near Perma-Hasten
Weaknesses to be improved on: Soul Drain Slotting, accuracy against +4s
Incarnate: Yes, Cardiac Core, T4 Ion Core, T4 Interface Radial, T4 Warworks Core, T4 Rebirth Radial
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Scrapper: DM/Shield with saturated Soul Drain and AAO; Kin/Fire without saturation
Tanker: I'm not sure, but I believe Fire/Kin or Fire/DM, maybe Fire/Fire
Controller: Fire/Rad
Defender: Kin/Sonic
Blaster: Fire/MM (counting the -regen of MM)
Stalker: Most of the primaries/Nin. DM might be best
Corrupter: Fire/Kin, maybe Fire/Cold
Brute: DM/Shield probably, or Fire/Fire
MM: Thugs/Traps
Dom: Fire/Fire/Ice -
It seems that the longer the trial goes on, the better the chance for a rare or very rare. Teams that have let the AVs in the BAF respawn, for whatever reason, seem to gain a higher % of desirable drops. One poster (sorry, can't remember the name!) in Q & A thread seems to believe this as well, and is advising "farming" the AVs by letting them drop one at a time and completing the trial with little time to spare. Also leads to a larger amount of iExp.
It may be time to adjust our tactics. -
On a test run, I trying interrupting rest as many times as I could. Result: Very Rare.
I believe it tracks participation by power activation. Testing still needs to be done, but try interrupting rest or a snipe as many times as you can and see what you get. -
Question on Lore: Are the Lore powers on a global timer? As in, if I summon a Lore pet, then equip a different one, will that power need to recharge, or will it be ready to go (or, will it desummon the pets currently out?)
This wouldn't matter for the other incarnate abilities, but it could mean double-Lore pets or a much better duration/recharge ratio, because Lore pets would be summoned prior to the combat-equip blocker. -
Some more semi-related ancedotal evidence:
Purples: Are they rare? My level 50 scrapper begs to differ. Not only has he received purples in decent amounts, he has even got 2 of them in a single room, on an 8-man team. Therefore, purples are not rare (fyi, it was the last room of the LGTF).
PS- The moral of the story is that ancedotal evidence is not acceptable. Unless you average it over many, many repititions. -
While I don't have screenshots uploaded yet, here are the results of my latest A-merit roll, for 5 30-34 rare recipes:
1 Miracle: +Recovery
1 Luck of the Gambler: Def/End/Rech
1 Touch of Death: Acc/Dam/End
And to cap it off:
2 Luck of the Gambler: +Recharge.
Estimated market value for the 5 crafted enhancements: 670 (ish) million influence for one A merit. Obviously better than spending 2 to get 1 LotG, right? -
For something more solo based, even a Shield scrapper can give help to a group. Mine is set up to give 12% defense to a group, but it can go higher, and you can add in Tactics and Assault for a great soloer that helps in a group just by being there. They are similar to VEATs, but are less squishy than widows and deal more damage than soldiers, but give lower numbers than both. However, they do give recharge and defense resistance, which is rare and useful (but they may only be given to self). If you want a more active group presence, I would definetely suggest either a Ill/Rad or Ill/Cold controller.
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I would highly recommend finding another source of melee defense and putting the Force Feedback: Chance for +recharge in Footstomp. That one IO can be picked up for cheap (or used to able to), and can have the same affect as 5 purple sets for recharge (50% to go off per footstomp use * 100% recharge bonus = avg 50% per saturated FS). Trust me, get it.
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For statues, I'd simply have them be created client-side, or alternatively, an extra "mission" that you can travel to from the tram. You get'd the "I'm special" feeling, without everyone else's "I'm special" coming into it.
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Well, to be fair, I did say that they would have to use and abuse Footstomp to get full mileage out of the proc.
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Alternatively, you could go SS and abuse the force feedback proc (yes, I love that thing). Maxed out, you could have a build something like this:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Perma-Hasten Granite: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Stone Armor
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43), KntkC'bat-Knock%(43)
Level 1: Rock Armor -- LkGmblr-Rchg+(A)
Level 2: Haymaker -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 4: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(46), Dct'dW-Rchg(48), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
Level 6: Stone Skin -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(7), ResDam-I(7), ResDam-I(9)
Level 8: Knockout Blow -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(9), Hectmb-Acc/Rchg(11), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Dmg/Rchg(13)
Level 10: Mud Pots -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(13), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(40), Oblit-%Dam(48), Oblit-Acc/Dmg/Rchg(50)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
Level 16: Rooted -- Panac-Heal/+End(A), Panac-Heal(17), Panac-Heal/EndRedux(17), Panac-Heal/Rchg(37), Panac-Heal/EndRedux/Rchg(37)
Level 18: Rage -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(19), GSFC-ToHit/Rchg(19), GSFC-ToHit(21), GSFC-Build%(21), GSFC-ToHit/EndRdx(29)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), EndMod-I(34)
Level 22: Boxing -- Amaze-EndRdx/Stun(A), Amaze-Stun(23), Amaze-Stun/Rchg(23), Amaze-Acc/Stun/Rchg(25), Amaze-Acc/Rchg(25)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-Psi/Status(36), Aegis-ResDam/Rchg(36), Aegis-ResDam/EndRdx/Rchg(37)
Level 26: Weave -- LkGmblr-Rchg+(A), HO:Enzym(27), HO:Enzym(27)
Level 28: Maneuvers -- LkGmblr-Rchg+(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Foot Stomp -- Armgdn-Acc/Rchg(A), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Dam%(34), FrcFbk-Rechg%(34)
Level 35: Minerals -- LkGmblr-Rchg+(A)
Level 38: Granite Armor -- Aegis-ResDam(A), HO:Enzym(39), HO:Enzym(39), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(40)
Level 41: Electrifying Fences -- GravAnch-Immob/EndRdx(A), GravAnch-Hold%(42), GravAnch-Acc/Rchg(42), GravAnch-Acc/Immob/Rchg(42), GravAnch-Immob/Rchg(43)
Level 44: Ball Lightning -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46), Posi-Dam%(46)
Level 47: Crystal Armor -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(48)
Level 49: Tactics -- Rec'dRet-Pcptn(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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The downside? You have to use Footstomp literally as often as it comes up (in exactly 5 seconds), and endurance is a little harsh. You also don't have capped energy/neg defenses and psy is still a weakness. Still, a great all around build. -
Sam, what did you think of R2 from Star Wars? He has quite a few scenes that are very similiar to the Ben 10 scene you mentioned.
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It depends on what kind of Brute you have. A SS/Shield, for example, will not gain much benefit from a kinetics corrupter, becuase they already have large +damage bonuses, and a well IOed SS/Shield could already have a large amont of +recharge. I have actually gotten my solo SS/Shield up to the damage cap and kept him there for half of a mission by merely chugging and converts inspirations to reds. However, a sonic would not only increase damage by a large amount (due to -res being multiplicative, rather than additive to damage), they would also increase survivablity a large amount.
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I would replace Gravity's phase with the following power:
(26) Black Hole: You summon an extremely powerful gravitational field within your line of sight. This field draws enemies into it, stop most foes from moving and even immobilizing some weaker foes. In addition, foes may be assaulted by rapidly changing gravitational waves, causing them to be knocked up or down. After a period of time, the black hole disappears.
Recharge: 120
Duration: 30
Endurance: 20
Effects: Reverse Repel, Knockdown, Knockup, Mag 1 Immobilize -
I like this build currently:
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It is expensive, but worth it. The chance for recharge proc in footstomp is the most important single IO in the build, and is very cheap (I got mine for about 10 million). I try to make sure I get as many procs as I can in a mission, and often times it will proc 5 or 6 times in a row. The reason for the proc isn't for footstomp to cycle faster, however, it's for Shield Charge. Shield Charge used that often is devastating. And I have enough recovery that I can go all mission without using a blue, especially if I turn off Tough and Grant Cover. While my end recovery technically only 3.02/sec even with Tough and Grant Cover off, the added roughly .35/sec from the procs is very handy. And because of my insane recharge even outside of the proc, Active Defense is always doubled, and when I get a good set of recharge procs, it can triple. This allows me to fight even severe defense debuffers with virtual ease. My only real weakness is enemies with severe end and recovery debuffs. -
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Personally, I would prefer it if most buffs single target buffs were permanent per-zoning, with exceptions being made for powerful buffs that are balanced around being applied to one person (Adrenalin Boost, for example).
This, with an added Buff removal option (and an option in the menu that allows you to auto-decline buffs), would solve most buffing relating issues for me. People that hate constant rebuffage would be appealed, people that hate getting Sbed/Iced/Fired could stay normal, and things like AB would keep their flavor and wouldn't need to be rebalanced. The only powers I could see being affected would be clear mind (and clones), fortitude, and forge.
The reason I want the permanancy to require staying in zone is that it would prevent player-abusals of the new system (such as getting buffs by random shielders and walking around permanently with shields on). This would also help prevent some current bugs from being exploited. -
So Sam...
Is Osmandius (from the Watchmen) a hero, villain, or grey? I always thought of him as a hero, but given what he did, he could easily count as a villain.
But of course, villains can't ever actually suceed, so he must be either a grey or a hero... -
Would a Golgi (Heal/End) HO affect the regeneration rate in Howling Twilight? If so, then Howling Twilight would be a great -regen debuffer. I think the only major debuff Dark Miasma lacks is -defense.
Also, in my opinion I would much rather have a Dark or a Stormie over a second kin any day. That 3rd Fulcrum Shift? It doesn't do anything. Meanwhile, I'll be applying TP and FR and whatever is in my defender's arsenal and increasing the offense of my team exponentially.