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Posts
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Quote:Hurdle + CJ will get you sufficient vertical for general use situations.Having not played extensively on red side, doesn't only taking Super Speed as a travel power create some issues with vertical travel? Or, is this hole just provided by the temp travel powers?
Temp travel power works for the rest. -
Quote:If he can scamper up the slots, I think that's a good idea too. He even gets a touch more Rech out of the deal.If you are gonna take an immobilize, especially if you are slotting for def, 6 slot the sucker and get the full benefit. 6 slotted enfeebled op is almost like having an extra Weave.
Quote:personally, i would drop hasten and ss, slot a FF recharge proc in FS, and get maneuvers (lotg recharge and 2 HOs) and assault(1 or 2 endredux). with cj+hurdle, you have a mini travel power, so you aren't missing much in that regard. really wouldn't miss hasten, as that proc goes off regularly, and no end crash.
Personally I wouldn't drop hasten, I don't find the FF proc to be enough. IMO, one of the great benefits of going /WP with SS is that you can handle all the crashes. -
Quote:If they did that, then I wouldn't charge recklessly from mob to mob.Two things to think about indeed, but most of times fury will be lower then 90% taking into consideration moving from mob to mob and fury decreasing (as an aside fury decay is too fast, they should move it a bit more towards the speed domi builds up imo).
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Quote:Hmm. Now you've got me rethinking this.Doublestacking rage is actually better for damage even considering the crashes, and the recharge going towards this also brings your big hitters up much more often boosting damage further.
There's not much point *not* to doublestack rage unless all you're doing is solo farming. Of course, there's situations in which you may not want to stack Rage - i.e., teaming with a kinetic using FS properly, or to a lesser extent anyone with strong damage buffs.
If anything, I'd say doublestacking Rage is underrated, not overrated.
I won't really have the slots to do a full set of Gaussian's, but I can definitely shave a slot from somewhere (or two possibly) to toss 1 Rech Rdx in with the two from rectified rectile.
Honestly I can live with the crash. The double stacking takes care of the worst part of it, and the no damage for ten seconds I can deal with - it's a small price to pay. -
Quote:I think for two slots I'd rather go with Rectified Reticle for the SM/L def bonus. Just debating on whether I should add an extra slot for more Rech. Although considering the opinions in the thread I'm leaning towards not adding it.I'd much rather slot a build for survivability ona brute then waste that many slots dedicated to recharge. Have Rage up all the time, and that only takes 2 slots (I advise Adj Targetting Rech and ToHit/Rech, and the few set bonuses for recharge that end up in your build should be enough. If not, 2 Generic Recharge would be fine.
That would have Rage recharging in about 104s with Hasten. -
Quote:59ish. So that you're always double stacked. 55 would be preferable, just to give you a little time to fire it before one ends...
But yeah, at 59, you activate, 59 seconds you activate another one, going into double rage, then 59 seconds later you activate a third, two seconds after which the first one fades, leaving you with two still.
This is very achievable, with certain builds, but generally also very expensive.
I played about with Mids a bit, and that does seem to be on the extreme end of the scale for cost. -
Quote:That's good enough for me.I've been above 90% Fury on the combat attributes monitor a couple of times, but it always drops back down too quickly to get more than one or two hits off and almost always due to being at the aggro cap. The only times I've ever seen 100% were when Patron attacks (and Power Sink) were bugged to spike your Fury bar to the cap.
I'll just consider that last 10% as incentive. If I haven't obtained it, then I'm not rampaging hard enough. -
Well, my current planned build should have Rage (slotted with 2 Rectified Reticles) at about 104s recharge with Hasten, plus however much the FF Proc from footstomp will boost it.
But I've been debating stealing the 6th slot from Ball Lightning and adding a 3rd slot for a L50 Rech Rdx which would bring it down to about 88s.
Maybe you're right, maybe it's not worth it foir the extra 16 seconds.
If you were going to slot rage for as much double stacking as possible, how many seconds would you aim for? -
Quote:Considering the upcoming changes to the Mission Architect, I don't think I would specialize in Energy Damage for farming.Find a map with energy damage critters and footstomp/ball lighting/elec shackles/lightning field those fodder into oblivion.
Otherwise, good advice all around. Even in standard missions, and non-farming scenarios, I think this...
Quote:Once you reach the survuvability index for whatever your fighting, it becomes all about killing stuff quickly. -
Quote:I have to disagree with you there, I think it's more important to see what a set overall has vs. another set.comparing one tier 9 AoE with similar attributes to another, about as fair as it gets.
Now that's not to say that I don't think a T9 shouldn't be suitably impressive, but I don't think you can just compare powers from different sets in a vacuum. The sets themselves need to be balanced vs. each other in what they provide.
Also, as I said previously, I'm not drawing any conclusions on SM vs. SS.
In your opinion, how do the two sets stack up against each other? -
Quote:That's a very good point.The one edge a Tank should have over a Brute is when it comes to tanking for the less favourable team make ups. Many Brutes have been known to succeed the LRSF with a team almost completely made up of Corrupters and a Dom, this has been what I can easily call a favourable team. A Tanker should run fairly solid with way, way less support. This doesn't prevent a problem that I find with people choosing what people can easily do from having certain dream powersets over chancing people with concepts and powersets that take more Knowledge/skill than buff em and runs.
It's also the way it should be, all things considered.
It'll be interesting to see what effects, if any, Going Rogue will have on overall group dynamics. -
Quote:That's my problem as well.Thanks for the replies. I know /SD is uber, with enough cash, but I dont actually like shields for any concepts I want to play.
None of the /SD Brutes/Scrappers I've made have gone past L4. I just don't go for shields conceptually or visually. (Running with shield just looks goofy.) -
While I know many bemoan the Rage crash, and just as many love rage, I've yet to see anything on what might be considered "optimal" rage recharge.
Is there a certain amount of recharge people shoot for when considering rage? Something near perma-rage, or perhaps trying to double stack?
What are people's opinions on the ideal amount of recharge for rage? -
Quote:Even with 6 Toggles + CJ /WP is fine End wise if that's the concern.If you take a look at WP, you will find that the endurance is rarely a problem and it is light as far as toggles are concerned.
The only set I can think of would be Regen, but I couldn't imagine living without at least Integration (or Tough/Weave for that matter). -
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Quote:That's comparing both powers to each other, however I think it would be better to compare the sets as a whole vs. each other.Even without rage, footstomp does more damage than Tremor. The only advantage Tremor has over Footstomp is that it has a faster recharge time. Tremor's animation time is almost a full second longer.
I don't actually have any conclusions to draw, I just think that would be a fairer comparison. -
Quote:I think, considering your original post, you'll probably be happier as a Tanker as you've played that role in other games.I ended up making a tanker named Wee Justice. I went willpower and dark for my sets. My damage is much lower than the brute, so hopefully that will pick up a little bit. I just hit level 10 and have been soloing the player made missions just to try something new.
I wouldn't worry too much about your damage output vs. a Brute. As a Tanker, that's not really what groups will be inviting you for and is a secondary consideration, not to mention that the dynamics of CoH groups vs. CoV groups are quite different.
As a Tanker you'll be the anvil to the group's hammer.
Good luck! -
@HelinCarnate
Very interesting (and expensive)build.
While I realize it would be better to specialize as in the second build (with the Gladiator IOs) or as HK008's single target build, I quite enjoy playing more middle of the road builds.
Decent ST damage, Decent AoE damage, and very good survivability is what I'm looking for.
I quite like what you did in the earlier build that you posted for the OP and I've been working off of that as a template.
I like the defenses around 30% (at least for melee, SM/L) combined with that impressive regen and Willpower's native resistances.
However I would like to skip Electrifying Fences and pick up Mu Lightning.
Do you think it's viable to squeeze that in there? -
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Electric fences is good and bad. Its good because its an aoe immob. Its bad because it gives all the targets you hit knockdown resistance. So you lose out in footstomp knockdown mitigation
[/ QUOTE ]
I imagine that HelinCarnate probably took it as it doesn't really require slotting and can be useful - but I'm wondering if I actually want this in the build.
I wanted to try to get Mu Lightning back in the build (for concept, and the occasional convenience of having a ranged attack - minimal as it is).
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Dmg/EndRdx/Rchg:35(A), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Acc/Dmg:35(5), C'ngImp-Dmg/EndRdx/Rchg:30(15)
Level 1: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/Rchg:50(5), Numna-Heal/EndRdx:50(17), S'fstPrt-ResDam/Def+:30(19)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), P'ngS'Fest-Dmg/EndRdx:30(9), P'ngS'Fest-Dmg/Rchg:30(15)
Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(19), Numna-Regen/Rcvry+:50(21), RgnTis-Regen+:30(42), Mrcl-Rcvry+:40(42), Mrcl-Heal:40(42)
Level 6: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(21), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam/Rchg:40(40)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(13), P'ngS'Fest-Dmg/EndRdx:30(13), P'ngS'Fest-Dmg/Rchg:30(17)
Level 10: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23), LkGmblr-Def/EndRdx:50(25), LkGmblr-Def/EndRdx/Rchg:50(37)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(27)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31), Zephyr-ResKB:50(31)
Level 16: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(27), Numna-Heal/EndRdx/Rchg:50(29)
Level 18: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(50)
Level 20: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(29), Efficacy-EndMod/Acc:50(34)
Level 22: Hurdle -- Jump-I:50(A)
Level 24: Health -- Numna-Heal:50(A), Numna-Heal/Rchg:50(40), Numna-Heal/EndRdx:50(50)
Level 26: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(31), P'Shift-EndMod:50(46), P'Shift-EndMod/Rchg:50(48)
Level 28: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/EndRdx/Rchg:50(36)
Level 30: Boxing -- Mako-Acc/Dmg:35(A)
Level 32: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), FrcFbk-Rechg%:50(34)
Level 35: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam/Rchg:40(39)
Level 38: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def/Rchg:50(40)
Level 41: Mu Lightning -- Dev'n-Acc/Dmg/EndRdx/Rchg:50(A), Dev'n-Acc/Dmg/Rchg:50(43), Dev'n-Dmg/Rchg:50(43), Dev'n-Acc/Dmg:50(43), Dev'n-Dmg/EndRdx:50(50)
Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(46), Posi-Dam%:50(46)
Level 47: Combat Jumping -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(48), LkGmblr-Def/EndRdx:40(48)
Level 49: Strength of Will -- ResDam-I:50(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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[u]Set Bonus Totals:[u]<ul type="square">[*]6% DamageBuff(Smashing)[*]6% DamageBuff(Lethal)[*]6% DamageBuff(Fire)[*]6% DamageBuff(Cold)[*]6% DamageBuff(Energy)[*]6% DamageBuff(Negative)[*]6% DamageBuff(Toxic)[*]6% DamageBuff(Psionic)[*]18.6% Defense(Smashing)[*]18.6% Defense(Lethal)[*]4.56% Defense(Fire)[*]4.56% Defense(Cold)[*]7.06% Defense(Energy)[*]7.06% Defense(Negative)[*]3% Defense(Psionic)[*]10.8% Defense(Melee)[*]7.38% Defense(Ranged)[*]6.13% Defense(AoE)[*]45% Enhancement(Accuracy)[*]41.3% Enhancement(RechargeTime)[*]5% FlySpeed[*]326.1 HP (21.8%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 10.5%[*]MezResist(Stun) 2.2%[*]9% (0.15 End/sec) Recovery[*]116% (7.26 HP/sec) Regeneration[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]3.13% Resistance(Toxic)[*]5% RunSpeed[/list]
I stole a slot each from; Punch, HPT, RttC & QR and put them into Mu Lightning.
I know it's something of a sacrilege to 5 slot attacks, but I couldn't see how I could get any more slots to 6 slot them both.
I lost some fairly minimal numbers overall, perhaps 1.5 HP/Sec regen, and a somewhat minuscule amount of recovery.
Foolish choice?
Also, has Mu Lightning been improved since mids was last updated?
I find in game that equally slotted Mu Lightning hits for more damage than Punch, where as Punch has the faster recharge. Is that incorrect? -
[ QUOTE ]
Cycle in Foot Stomp, and you could even toss a Ball Lightening. Put the Force Feedback back into Foot Stomp. It has a chance to proc on all the targets it hits. It won't stack, but the AoE nature of the attack virtually ensures it will be up more often than not.
[/ QUOTE ]
Ah, very interesting on the force feedback, I'll switch that back in then.
[ QUOTE ]
Instead of the second Steadfast in High Pain Tolerance you could eventually go for the PvP 3% defense IO (not found in Mids). That slot would be perfect for it.
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Interesting idea. Something to keep in mind if I can afford that eventually.
[ QUOTE ]
Why Serendipity in Combat Jumping? Go for another 3pc Luck of the Gambler, and another 7.5% global recharge.
[/ QUOTE ]
No idea honestly. That's how it was slotted in HelinCarnate's build, and I didn't give it any more thought than that.
I'd very much like another LoTG 7.5% rechin there.
[ QUOTE ]
Double stacking Rage won't last for long, but it would be possible while Hasten is active (FF proc would make it more so).
[/ QUOTE ]
Well, the build will have more total Rech than I currently have, so it'll be an improvement. Though I was hoping for something more in the 50~80% global rech area. Unfortunately trying to shore up the defenses to 30% or so doesn't really leave room for that it seems.
[ QUOTE ]
Oh, and the Rise to the Challenge HP regen is about right. Play with the accolades, and watch your fully fueled RttC grant you 130hp a sec.
[/ QUOTE ]
I can't wait. I've already got Born in Battle, High Pain Threshold and Invader, so I just need to get slotted out.
Correct me if I'm wrong, but wouldn't something like 130 HP a second be half as much as Rest gives?
[ QUOTE ]
Keep in mind the IO's you are playing with are rather pricey.
[/ QUOTE ]
Thanks for the heads up. I'm planning on a combination of farming influence & ticket rolls for the majority of them and merits for the hard to get ones.
Is Electrified fences very good? Is it better to have that than say Mu Lighting (if I could manage to do the impossible and find slots for it). -
I'm not sure if this thread is still being followed, but I had another question.
Is Punch, Haymaker & KO Blow sufficient against single targets, or do you not worry about that and just cycle Footstomp into the deal or only worry about AoE damage? -
This thread is a big help, I was looking for something like this in this thread that I posted.
@HelinCarnate (Disclaimer: if any of my questions seem odd/uninformed, that's because I'm a brand spanking new player. All of my questions are being asked in total honesty with no sarcasm of any kind)
I took your build, and modified it slightly. Mostly what levels I took certain powers, and a few minor changes.
Here's what I did.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Acc/Dmg(5), P'ngS'Fest-Dmg/EndRdx(5), P'ngS'Fest-Dmg/Rchg(15)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(19), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResDam/EndRdx(40)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Dmg/Rchg(15)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Regen/Rcvry+(21), RgnTis-Regen+(42), Mrcl-Rcvry+(42), Mrcl-Heal(42)
Level 6: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam/Rchg(40)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), P'ngS'Fest-Dmg/EndRdx(13), P'ngS'Fest-Dmg/Rchg(17)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(37)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(31), Zephyr-Travel/EndRdx(31)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(27), Numna-Heal/EndRdx/Rchg(29), HO:Golgi(43)
Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(43)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Numna-Heal(A), Numna-Heal/Rchg(43), Numna-Heal/EndRdx(50)
Level 26: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc(50)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam/Rchg(39)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def/Rchg(40)
Level 41: Electrifying Fences -- Acc-I(A)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
Level 47: Combat Jumping -- S'dpty-Def(A), S'dpty-Def/EndRdx(48), S'dpty-Def/EndRdx/Rchg(48)
Level 49: Strength of Will -- ResDam-I(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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[u]Set Bonus Totals:[u]<ul type="square">[*]3% DamageBuff(Smashing)[*]3% DamageBuff(Lethal)[*]3% DamageBuff(Fire)[*]3% DamageBuff(Cold)[*]3% DamageBuff(Energy)[*]3% DamageBuff(Negative)[*]3% DamageBuff(Toxic)[*]3% DamageBuff(Psionic)[*]20.5% Defense(Smashing)[*]20.5% Defense(Lethal)[*]4.56% Defense(Fire)[*]4.56% Defense(Cold)[*]7.06% Defense(Energy)[*]7.06% Defense(Negative)[*]3% Defense(Psionic)[*]14.6% Defense(Melee)[*]7.38% Defense(Ranged)[*]6.13% Defense(AoE)[*]45% Enhancement(Accuracy)[*]33.8% Enhancement(RechargeTime)[*]5% FlySpeed[*]286.7 HP (19.1%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 10.5%[*]MezResist(Stun) 2.2%[*]10.5% (0.18 End/sec) Recovery[*]116% (7.26 HP/sec) Regeneration[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]3.13% Resistance(Toxic)[*]5% RunSpeed[/list]
I dropped SJ for SSpeed, and put the 3 Zephyr's from CJ into SS. Which saved me a slot (mostly I just wanted SSpeed). I wasn't totally sure what to do with the extra slot so I put it in HPT for a pretty minor Recovery bonus.
I also dropped the Force Feedback proc, just to see what it looked like with Oblit 6 slotted. Which was odd, as mids seemed to grant a permanent 100% to rech from the FF proc.
Are you able to get double stacked rage with your recharge?
Also the rech numbers overall look funny.
As I mentioned, Mids seem to be counting the FF proc permanently, but seems to not have included the rech from the LoTGs (at least when I downloaded the build).
Does the FF proc check per mob or per activation? (I assumed activation, based on no knowledge of any kind). Does it go off frequently enough to make it more valuable than the 6th slot of Obliteration?
Other than that, it's mostly the same, yet the final totals have some discrepancies.
Our recovery is different by 60% (in your favor)
All defenses are 1-3% off, in your favor. (I think from the changes to CJ probably, not sure)
Regen is off by nearly 150% in my favor. (Edit: I reloaded both builds, and now it's the same.)
It doesn't seem like things should be so far off, am I missing something?
Also, with RttG at 10 mobs, Mids is telling me I'll have 114 HP per second. Is that accurate? That seems...quite amazing.
Other than that the build looks very interesting, and and has given me a lot of ideas for future building. I really wanted Mu Lightning in there, but couldn't figure out how to get enough slots free to make it useful.
Thanks for your time. -
Here's a snippet from my original post, asking for help on a SS/WP Brute.
[ QUOTE ]
Hello,
I recently started playing CoX, and I'm having a blast.
I started a SS/WP Brute several weeks ago, and I'm now at 50 with (mostly) standard IOs (only a couple of sets).
I was hoping I could get some help planning out the build here, to see what kind of advice others (who most certainly know the ins and outs of IO sets better than I do) could give me.
I've done several searches, but haven't found much that was very helpful in terms of recommending particular sets or even builds.
What I want for this character is to be able to solo 8 man relentless missions, or be able to take the alpha on the typical 52~54 AE Boss mish (I currently get eaten alive, unless there is great team support/buffs) - without making huge sacrifices on my attack powers.
From what info I've found on the boards, it seems I should probably work on HP & Recharge.
Beyond that, do I want to work on resistances (particularly Smashing & Lethal), or Defenses?
As a new player, obviously I don't have endless infamy reserves, so for the time being purple sets aren't really feasible. That being said, I'm quite happy to put time and influence into the character and work towards some of the more expensive sets.
[/ QUOTE ]
As I started playing the game as a Scrapper, I knew this particular forum had some seriously knowledgeable people. However I decided to first try to get build help in the appropriate forum.
The posters who responded were helpful, but I'm still looking for more concrete advice with IO sets.
The basic gist of the advice I was given was to focus on HP & Defenses (which mirrors advice I got in game, although that includes Recharge which I'd like quite a bit more of than I have in the draft build that will follow).
Here's a second snippet.
[ QUOTE ]
Ok, I took a somewhat random stab at a build.
I chose a few guidelines to keep things simple, and get myself used to working with mids.
Basically, I ruled out purples and chose sets that added Health above other choices (even when I thought it would be a mistake).
Figured I could get advice on where to make changes, with something a bit more concrete.
The build.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(5), T'Death-Acc/Dmg/EndRdx:40(7), T'Death-Dmg/EndRdx/Rchg:40(9), T'Death-Dam%:40(43)
Level 1: High Pain Tolerance -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(23), TtmC'tng-ResDam/Rchg:50(23), Numna-Heal:50(37), Numna-Heal/EndRdx:50(37), Numna-Heal/Rchg:50(37)
Level 2: Haymaker -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(5), T'Death-Acc/Dmg/EndRdx:40(7), T'Death-Dmg/EndRdx/Rchg:40(9), T'Death-Dam%:40(43)
Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(15), Numna-Heal/EndRdx:50(15)
Level 6: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam/Rchg:40(39)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
Level 10: Knockout Blow -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(13), T'Death-Dmg/Rchg:40(13), T'Death-Acc/Dmg/EndRdx:40(29), T'Death-Dmg/EndRdx/Rchg:40(29), T'Death-Dam%:40(46)
Level 12: Indomitable Will -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def/EndRdx/Rchg:50(27), LkGmblr-Rchg+:50(39)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(17), Numna-Heal/EndRdx/Rchg:50(17), RgnTis-Regen+:30(39)
Level 18: Rage -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(19), AdjTgt-ToHit/EndRdx/Rchg:50(19), AdjTgt-EndRdx/Rchg:50(31), AdjTgt-ToHit/EndRdx:50(31), AdjTgt-Rchg:50(46)
Level 20: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21)
Level 22: Hurdle -- Jump-I:50(A)
Level 24: Health -- Mrcl-Rcvry+:40(A)
Level 26: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(48), P'Shift-EndMod/Rchg:50(48)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam/Rchg:40(34)
Level 32: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(48)
Level 35: Heightened Senses -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Rchg+:50(36)
Level 38: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(40), LkGmblr-Def/EndRdx/Rchg:50(40), LkGmblr-Rchg+:50(40)
Level 41: Mu Lightning -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(42), Dev'n-Dmg/Rchg:50(42), Dev'n-Acc/Dmg/Rchg:50(42), Dev'n-Acc/Dmg/EndRdx/Rchg:50(43), Dev'n-Hold%:50(50)
Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(46), Posi-Dam%:50(50)
Level 47: Strength of Will -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
From my own (inexperienced) eye; the recharge looks woefully low, the defenses aren't as high as I'd like and the resistances outside of Smash/Lethal (and Psi to an extent) look pitiful.
On the flipside, the HP look decent and the health regen looks substantial.
Comments and criticism are welcome.
[/ QUOTE ]
Obviously this is far from optimal slotting, hence I've come to the CoX forum, and specifically the Scrapper forum, for assistance.
I'm not concerned with soloing AVs with this character, as fun as that sounds, as I imagine I'd need Soul Mastery for better ST damage. I also prefer Mu for the AoE's as well as concept.
I don't really have a coherent attack chain. I generally have been lucky and usually have hasten+SB, so Punch > Haymaker > Mu Lightning. With Footstomp thrown in whenever there are 3+ mobs, and KO Blow when I have Fury to spare.
Brawl and Boxing are generally used to build or maintain (during rage crashes) fury.
Any help would be appreciated, thanks, -
I'll give Soul Mastery a try out on the Training Room at some point, but at the moment I really need more help with IO sets.
-
Ok, I took a somewhat random stab at a build.
I chose a few guidelines to keep things simple, and get myself used to working with mids.
Basically, I ruled out purples and chose sets that added Health above other choices (even when I thought it would be a mistake).
Figured I could get advice on where to make changes, with something a bit more concrete.
The build.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(5), T'Death-Acc/Dmg/EndRdx:40(7), T'Death-Dmg/EndRdx/Rchg:40(9), T'Death-Dam%:40(43)
Level 1: High Pain Tolerance -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(23), TtmC'tng-ResDam/Rchg:50(23), Numna-Heal:50(37), Numna-Heal/EndRdx:50(37), Numna-Heal/Rchg:50(37)
Level 2: Haymaker -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(5), T'Death-Acc/Dmg/EndRdx:40(7), T'Death-Dmg/EndRdx/Rchg:40(9), T'Death-Dam%:40(43)
Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(15), Numna-Heal/EndRdx:50(15)
Level 6: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam/Rchg:40(39)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
Level 10: Knockout Blow -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(13), T'Death-Dmg/Rchg:40(13), T'Death-Acc/Dmg/EndRdx:40(29), T'Death-Dmg/EndRdx/Rchg:40(29), T'Death-Dam%:40(46)
Level 12: Indomitable Will -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def/EndRdx/Rchg:50(27), LkGmblr-Rchg+:50(39)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(17), Numna-Heal/EndRdx/Rchg:50(17), RgnTis-Regen+:30(39)
Level 18: Rage -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(19), AdjTgt-ToHit/EndRdx/Rchg:50(19), AdjTgt-EndRdx/Rchg:50(31), AdjTgt-ToHit/EndRdx:50(31), AdjTgt-Rchg:50(46)
Level 20: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21)
Level 22: Hurdle -- Jump-I:50(A)
Level 24: Health -- Mrcl-Rcvry+:40(A)
Level 26: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(48), P'Shift-EndMod/Rchg:50(48)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam/Rchg:40(34)
Level 32: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(48)
Level 35: Heightened Senses -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Rchg+:50(36)
Level 38: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(40), LkGmblr-Def/EndRdx/Rchg:50(40), LkGmblr-Rchg+:50(40)
Level 41: Mu Lightning -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(42), Dev'n-Dmg/Rchg:50(42), Dev'n-Acc/Dmg/Rchg:50(42), Dev'n-Acc/Dmg/EndRdx/Rchg:50(43), Dev'n-Hold%:50(50)
Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(46), Posi-Dam%:50(50)
Level 47: Strength of Will -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
From my own (inexperienced) eye; the recharge looks woefully low, the defenses aren't as high as I'd like and the resistances outside of Smash/Lethal (and Psi to an extent) look pitiful.
On the flipside, the HP look decent and the health regen looks substantial.
Comments and criticism are welcome.