-
Posts
2867 -
Joined
-
Quote:yw.Okay, that build is majorly sweet. I expect I can get most or all of those sets with the primary I'm going to be using so I should be good to modify that. Thanks a ton!
Robin
EDIT: Using the Agility incarnate Alpha throws the defense over softcap and pushes end recovery well above necessary. It might be overkill, actually. I might have to just go with Musculature to push out even more damage.
As Claws said, Musculature isn't very good for brutes because of their low base damage and fury. And for elec armor I prefer Spiritual over Agility because it offers slightly more recharge and also gives you +healing for energize and health. The +def and endmod from agility is very nice but I already have softcap and my endurance is stable as long as I have a couple enemies to powersink off of.
Also what primary were you going to go, since you keep mentioning it -
My first toon/main was an energy/energy blaster, however my first 50 was my ninja/dark MM and namesake that became my main, and a couple years after that I made a fire/kin troller that became my main and I also deleted my first toon around then as well.
If I could do it all over again I would never had made an energy blaster or an MM in the first place lol. -
Quote:Well you're playing on Champion, normal pugging that you would find on other servers doesn't really happen here, pretty much everything happens via global channels (such as the ones Forbin posted). Also, Champion is pretty active during it's prime time hours (5pm-11pm pacific)but can get rather sparse in mornings/afternoons.I can never seem to find a good team on Champion. I don't know if its because I'm doing something wrong or what. But anything you can do to make finding a team idiot proof would be nice.
Improved/Easier to use chat channels.
Heck I think I've hurt my chat channel set up and need a good way to reset it.
Maybe a toggle that will help to match you to people looking for teams.
But for new or returning players to come back, you don't want them playing alone. You want them making bonds and playing with others. -
Quote:Taunt does help, stick a brute on him and he won't be going anywhere, no matter how many scrapyards you kill while you fight him.I don't think Taunt affects a mob that is running away.
This wiki page seems to imply that Giant Monsters don't get immobilize protection, but if that were true then you should be able to immob him in one go. So something fishy is going on here, maybe Scrapyard is just "hard coded" that way.
http://wiki.cohtitan.com/wiki/Archvillain_Resistance
Personally, what I think you need to do is avoid killing his minions. Part of the "run away" calculation is how many nearby allies have died. Kill enough and Scrappy's AI might get overwhelmed or stuck, and just make him run away forever. Pull him to a safe spot away from his conga line of workers, and beat him up there. Try to imob or repel his followers with out killing them.
Good luck. -
Quote:Villain Plan by Mids' Villain Designer 1.953It never ceases to amaze me that people using +res sets still get softcapped +def. Could you give me some advice on how to manage that? Inf is really no barrier any more since I can always still use my Fire/Fire tank as a wallet until this brute gets where she needs to be.
I do use Mids but I guess I'm just not very good at builds.
http://www.cohplanner.com/
Level 50 Magic Brute
Primary Power Set: Titan Weapons
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
------------
Level 1: Crushing Blow KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 1: Charged Armor Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(43)
Level 2: Titan Sweep Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Acc/Dmg/EndRdx/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(11), Oblit-%Dam(11)
Level 4: Conductive Shield Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42)
Level 6: Build Momentum Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(7), RechRdx-I(7)
Level 8: Follow Through Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(17), Hectmb-Dam%(23)
Level 10: Static Shield S'fstPrt-ResDam/Def+(A)
Level 12: Lightning Field Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
Level 14: Super Speed Zephyr-ResKB(A)
Level 16: Hasten RechRdx-I(A)
Level 18: Rend Armor Achilles-ResDeb%(A), KntkC'bat-Acc/Dmg(19), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 20: Lightning Reflexes Run-I(A)
Level 22: Grounded GA-3defTpProc(A)
Level 24: Combat Jumping LkGmblr-Rchg+(A)
Level 26: Whirling Smash Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(29), Armgdn-Dam%(29), FrcFbk-Rechg%(31)
Level 28: Energize Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal/EndRdx(46), Dct'dW-Rchg(48), Dct'dW-Heal/Rchg(50)
Level 30: Taunt Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(36), Mocking-Rchg(36)
Level 32: Arc of Destruction 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: Power Sink Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(37), Mocking-Taunt/Rchg(37), Mocking-Acc/Rchg(39), Mocking-Taunt/Rng(39), Mocking-Rchg(39)
Level 38: Superior Conditioning P'Shift-End%(A), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(40)
Level 41: Boxing KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 44: Tough HO:Ribo(A)
Level 47: Weave LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Core Paragon
------------
Level 2: Swift Run-I(A)
Level 2: Health Numna-Regen/Rcvry+(A)
Level 2: Hurdle Jump-I(A)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(37)
Level 1: Brawl KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 1: Fury
Level 1: Sprint Clrty-Stlth(A)
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 1: Momentum
------------
Set Bonus Totals:
9% DamageBuff(Smashing)
9% DamageBuff(Lethal)
9% DamageBuff(Fire)
9% DamageBuff(Cold)
9% DamageBuff(Energy)
9% DamageBuff(Negative)
9% DamageBuff(Toxic)
9% DamageBuff(Psionic)
33.5% Defense(Smashing)
33.5% Defense(Lethal)
18.5% Defense(Fire)
18.5% Defense(Cold)
6% Defense(Energy)
6% Defense(Negative)
6% Defense(Psionic)
28.19% Defense(Melee)
6% Defense(Ranged)
12.25% Defense(AoE)
3.6% Max End
4% Enhancement(Heal)
57% Enhancement(Accuracy)
77.5% Enhancement(RechargeTime)
10% FlySpeed
179.9 HP (12%) HitPoints
10% JumpHeight
10% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Held) 5.5%
MezResist(Immobilize) 11%
MezResist(Stun) 6.6%
MezResist(Terrorized) 2.2%
13% (0.22 End/sec) Recovery
20% (1.25 HP/sec) Regeneration
6.3% Resistance(Fire)
6.3% Resistance(Cold)
20% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1526;696;1392;HEX;|
|78DA65944B6F125114C7EF30172B85165A5EC5B696D217EF8 276E33B6A5B1716A5D|
|658E386107A85510A64C0C42E5DF80534D185EE7CBBF03BF8 3D4CFC00DA876E7D8C|
|A773FEB624DC407E77CE3DEF73670A0F173D9FAE3CBA2034F 7E57AB9DD2E5D321F7|
|494B350AE1A155DD0EAA37FC416960AAAAE54F6A6D129374A EBAADC6A36DA637CB2|
|A8EEAA465B6597EAAAD2318D4AE9A2B9D934457FB1D9AC67D 75A4A6D78ECED0A591|
|98DEA80FDB06C546B1D7AF2FE3FDA5066BB66B4224B2DA392 5D6A28B3BA552A94DB|
|1D656E715A23944B9AFEDF4202CBD24591109342AE3243379 8236BCC57FB6A9AADE|
|B100BB4C94B91CC8179E6F7105484E5D47E396C99E3376831 E51F66FF5F50E836DF|
|90950EFF3AFC27E03F01FFDBE4DFC9FE1DCE9764EF97E2C80 B30256C9D9D10F79A7|
|464DF1CC7381A07134C5F92194A31DF92B68B630B579836E3 52BCA62737CB9C6ED4|
|E2412D1ED430881A06519B0FB54C5102039C8318F8C267319 27911C38B5CF728D72|
|1E43AF499EB18C61C86318700E610C01CDE13FCF0E3CFB09F 77842064C1139C4388|
|E285210B07B97F3F285E04F3899CE2BC8E9D06CF30C7CE82E 798C71F333F90D528F|
|B93A3D731976BCCCC55E67C91992F307729DE38E28DD7E0CF 00EF3127EF33A7EAE0|
|26F327D94EC07602FD8FA2FF51F43F8AFE4FA2FF93E8FFC7F D56D937D172C610771|
|AF1A6117F167167117716715D349019AE539F79CEB2B927E0 53F01953A31EC7F1FE|
|C431B724E696C6DCD2989B4EBA29CC23759E2075214996C59 DCF6246F301D0C71C2|
|29D1C7472D0C943270F9DED7E7AEFE05BC39DD8ED96DD62BD 9D6E591C77F050A66B|
|A87704F54EA1DE69D43B267BBF1769D49B41BD19D49B3CD4A 51F2D91EB91E47B242|
|77B240B3D926579F025B256BA4F5D9C65511E7C8584665BB8 7C42E82CE1F5357C60|
|66AD52032CB85BEFDADFEEDADFE9DAAFFA290AF6FF005D93E DDD|
|-------------------------------------------------------------------| -
Quote:ToF is a great debuff. If you like it and put it to good use then I don't think thats a bad thing. However with fiery aura things just don't live that long, and since OP is FA his goal should be to maximize that strength. The other thing is Darkest Night. Which not only has about the same -tohit, but also has a hefty damage debuff and is an aoe, and being an aoe toggle debuff means it can also be used for pulling and herding. IMO, Darkest Night eats Touch of Fear for breakfast, and you don't really need both.Shinobi, could you elaborate on why one shouldn't take ToF? I use it against heavier damaging bosses in large mobs to keep them from landing any punches while I finish off the rest of the group. It's -20 ToHit is huge even if it doesn't completely stop their attacks. I've often found it to be the difference between faceplanting and having time to finish off the enemies.
I haven't ever played this exact build, of course, so maybe that's the difference. Or it's possible I'm doing something wrong with the rest of my building. -
Quote:My current 2 Brutes are SS/Fire and TW/Elec. Both are obviously dps monsters, but both can tank pretty much anything. I would however say you would like /elec more (just judging from your posts, and that you really want to tank). Fiery Aura can be built to be very durable but at times it can be eaten alive depending on what you're fighting.It sounds like the majority would recommend secondaries with dmg auras. I can sure get behind that. That would mean DA, ElecA, FA, and SA. SA drops dmg and rech into the toilet so that's out. DA bothers me a ton since it actually offers more resist to psy than to dark and I figure a defensive set should always be best against it's own type. That implies ElecA or FA but I'm open to any suggestions except SD (which can't be used with the primary I plan to take).
Elec armor has 90% resistance to energy damage, which is the 3rd most common damage type in the game, right after smashing and lethal. It also sports some moderate psy resistance, and combined with the energy res makes elec armor one of the best defensive sets for incarnate trials.
When building /elec get it to 45% s/l defense. You can either go straight 45% s/l defense or go 40% s/l defense+barrier or 32.5% s/l defense+lucks or 27.5% s/l defense+lucks+barrier. I went 45% s/l defense without lucks or barrier and am very happy with it that way. It also frees up your destiny slot for something else (I took Rebirth for standard use and Clarion for UGT and occasionally MoM trials)
After softcapping S/L defense you will want to get Energize perma (30 seconds) which means a fair chunk of recharge. After perma energize and softcap s/l you can get some more procs into your build or try and squeeze more HP into it. Either way at this point you should have a very good elec brute on your hands. -
Tanking Hamidon is more about supplying the maintank with +regen from AB/RA/Painbringers/Rebirth etc and EoEs than the actual build of the one who is tanking it, as long as they're not on an SO build with no accolades. Also of worthy note, scrappers do have a higher regen cap than tanks and brutes. I've seen tanks, brutes and scrappers tank hamidon all equally well and tbh the only reason brutes and scrappers don't do it more is because it gives the people who do bring tankers to the raid something useful to do and the scrappers and brutes can instead help with dpsing the yellows where they will be most effective.
-
All I want is the ability to use the remote auction house access from within my base.
Other things would be nice for the overall quality of the game, but the above is the only thing that I personally want. -
Quote:No situation in this game calls for 3000-3500 hp. If you have ~2000 HP (approx the amount of hp a typical IO'd shield scrapper or brute with a non hp boosting secondary will have) then you are set for anything in this game. Tanker HP is a nice thing to have, and can be fun to say, "hey, I've got 3500 hp" but it pretty much ends there at the end of the day, the results will be more or less the same even if you had 1000 less hp.As CMA has said but with one more point: HPs. Tanks have the highest HP cap and not all secondary scrapper sets can self-cap HPs easily without sacrificing elsewhere. So some scrappers can easily reach soft-capped defense but cannot reach the same HPs nor can they get to the tanker's resistance cap of 90%. It's only a matter of time given unlimited, challenging foes and the same defense sets, that a solo tank will live longer than a solo scrapper, but that scrapper will most likely have defeated more foes. Challenging being the key.
And a solo tank will not necessarily live longer than a solo scrapper. Once you reach an effective immortality line your scrapper can live as long as the tank. -
Quote:Shield Scrappers don't[shouldn't] have any aggro issues. Against all Odds is super glue. Other than shield scrappers though, then yes Brutes will hold aggro better than any non-shield scrapper and just as well as a shield scrapper with their damage auras. Then on top of their damage auras aggro Brutes have a far superior taunt and punchvoke and roughly do the same amount of damage as scrappers, depending on powersets.However, scrappers have a much harder time tanking, because they lack the aggro management tools. If you want to hold aggro for a team but do high damage, have you considered a brute?
As for OP's question about tank v brute v scrapper as a tank, survivability is entirely relative. You only need as much survivability as enemies can damage you. For pretty much everything in the game scrappers and brutes do that just fine, the exceptions as Hopeling mentioned being if it would kill you, it would probably be the same case for an actual tank, but where these situations occur, they are also typically avoidable.
The way I look at it is, the only reason you should play a tank is if you have some sort of character concept going for it otherwise, numerically tanks just plain and simple can't keep up competitively with scrappers and brutes. Will they get the job done? Yes, of course. But that doesn't change the fact that you have the same effective damage mitigation as a scrapper or brute, with less damage when built properly. -
Quote:Yes, you will _need_ acro for kb protection without any IOs.I'd probably need to grab super jump and combat jumping to get acrobatics for knockback resist.
Quote:Also, does burn make the enemies run away, or are they going to stay on me because of aggro I build up?
Quote:Should I grab Touch of Fear.
Quote:Should I grab Gloom, Dark Obliteration and Darkest Night from /Soul?
Quote:My defense is low - should I even bother with Weave - is a little bit extra on top of a tiny amount of def really going to help? -
-
For some reason when I log in the forums thinks I am a VIP. Where it says "Welcome, DreadShinobi." in the upper right my name is yellow, the same as VIPs if they choose to have the yellow name. I also have all posting rights, such as being able to post in non all access forums and view the VIP beta forums. A few seconds later the forums realize, oh person is not VIP, and I quickly go back to not being able to do things that I shouldnt when I navigate away from the page. It's pretty random. Sometimes it doesn't happen at all. Sometimes it lasts longer than other times. I've been able to write replies in the non all access forums but it will realize that I'm not VIP before I'm able to post it. I've gotten as far as going from the main forum list to the beta forums, to the topic list in the beta forums, but not farther than that.
It's not something that is recent, I was just able to get further than I was able to in the past so I felt like posting about it.
Dear devs, stop taunting me. Thanks.
I don't think it's bad or wrong or anything. It's just weird when it happens and pretty funny to me. -
-
Time Bomb is baaaaadddd.
You can toe bomb with trip mines as long as you aren't in a state that is only affecting self, as others have mentioned. This will probably mean a stealth IO+Cloaking Device or super speed + stealth IO.
The Stealth pool is, well, not very good, unless you're specifically using it for lotg rchg+ holders. Super Speed gives you the same level of stealth as stealth from the stealth pool gives you (as well as the -threat that comes with it) and is also a very good travel power.
Even if you don't have IOs unlocked on your account, you have cloaking device anyways to stack with super speed for full invisibility. -
Quote:It's much faster to unlock your alpha via threads. Although you can mix it up a bit. T3 alpha /can/ be easier to earn with shards than with threads pending on your luck and potentially if you want to save your emps/rares for other things.Grinding away solo for my T4 alpha, and wondering if I have this right. I already have one T3 complete. These numbers are not cumulative.
T1: 12 shards
T2: 20 shards
T3: 96 shards
T4: 240 shards (assuming one T3 is already complete)
Is that right?
Is there anything in I22 that will ease this pain any?
T3 with threads = 2 commons + rare (either you get lucky or spend 8 emps or convert up)
T3 with shards = 2 commons(8 shards or 1-2 appropriate TFs) + Notice (simply run a Mortimer Kal (takes 20 mins) or the WST for a guaranteed drop) and this lets you save your threads/rares for other incarnate slots.
You will probably have a few shards on hand from just normally playing your toon. -
Quote:The Twirl aoes (FSC, ISC, Whirling Hands, etc) used to have a 1.67 second activation (non-arcanatime) then they increased the activation to 2.67 seconds (nonarcana) because the Activation time was shorter than the Animation. However, like many things the devs do, they took it too far, the now 2.67 second activation is quite a bit longer than it needs to be and makes the power very clunky. It was a big EM nerf that most people forget because it's typically overshadowed by the ET and TF nerf.I really wish the "Sword Circle" powers would get alternate animations. In the case of the "elemental" sets, having the character perform the "arms raised" motion or something else and then having the element (fire, energy, etc) burst out of the ground in a huge column would be very fitting. They have over 2 seconds of animation time to play with here so they could make it very interesting.
Back then instead of lengthening the activation to match(exceed) the animation they could have quickened up or changed the animation to match the activation time. I would still like to see this happen today (to reduce the animation time on the "twirl" aoes back down to 1.67 seconds, with whatever animation that fits that time) -
Quote:They run because you're an elec armor *scrapper*. Elec Armor scrappers have no taunt built into their damage aura like brutes and tanks do. That problem only exists for scrappers, it's not a specific issue of having no endurance.The endurance drain from electric *melee* may be useless, but electric *armor* is a different story. I've got a katana/elec scrapper with Musculature Radial Paragon, T3 Preemptive interface, and both Lightning Field and Power Sink slotted for endmod. I can jump into a group of enemies, hit Power Sink, and watch them stand there doing nothing. It's almost as effective as a controller's AoE hold, and it has a much better uptime. The only problem is that after a while, the enemies will get tired of being debuffed into helplessness and run for the hills -- not something you need to worry about with an AoE hold.
-
Quote:I haven't run hollows since probably i8. Back when everyone still farmed frostfire like it was DFB, lol. I pretty much forget that whole zone exists at this point though. Bringing it up almost makes me want to run it again... except not >_>I always recommend the Hollows arcs (Wincott, Flux, Julius, and Talshak). Some good stories, cool maps, and plenty of xp.
War Witch's zone makeover for the hollows didn't help =/ -
Quote:Out of curiosity, and because I'm too lazy to log in the game right now and check, is the tohit debuff in Diamagnetic flagged as irrestistible or otherwise?I am very far from a numbers person. The incarnate I have Diamagnetic on is my DM/Regen scrapper. I looked at what was offered and not getting hit looked good to me. (also none at the time were thematic with DM).
When I'm doing missions at +8 I get hit an awful lot more before I do an AOE power.
I try to run into the middle of a mob and hit Soul Drain. As soon as I see the animation for Diamagnetic I seem to be getting hit less.
I notice that when I don't get it on the mob I am very busy with regen clickies. And when I get something off that hits everyone suddenly I'm not dieing as fast.
Yes, no numbers there. I just know that when I hit with an AOE I take far less damage.
;shrug YMMV -
As far as farm maps go, Dreck is the only one I can think of that would come back nerfed (with a timer added). Tv Don and the Unai family farm got reduced in xp (global nerf to all high lvl family) and that affected current missions, so that would be unchanged. Liberate TV is unaltered. Unai Council is unaltered. Villain side CoT cargo map is unaltered. Demon farm was removed from the game, if you switch sides, you don't get a nerfed version, you don't get it back at all. Not sure how it would work with Maria's battle maiden farm, I'm pretty sure you wouldn't be able to get the original back, but I'm not sure if it would give you the new one (which is better, ironically) or start you on the new arc, or not be able to get the new one at all.
-
-
Quote:In general Musculature is best for Scrappers, Dominators, and Blasters. For other ATs alphas that have either rchg or end are typically better. Brutes are a huge example of this because of their low base damage and fury, Musculature does very little for them, however Spiritual or Agility can be great for saving slots and improving dps or cardiac so you don't have to focus slotting towards +end and +recovery.A possible viable alternative here would be the Musculature Radial Paragon
- it includes End Mod, along with the always useful Damage, reasonably useful Defense Debuff and To Hit Debuff, and even the marginally useful Run Speed and Immob buffs - your mileage may vary, but it's hard to go wrong with Musculature on a damage dealing character
Since OP is a scrapper, Musculature is definitely a good option. However I'd say you could go either Core or Radial and it would work. The 12% higher dmg on the core side can easily keep pace with the radial side even for an elec/elec scrapper. What makes musculature great is the damage, the other things it enhances are pretty minor in comparison.