Giant2005

Mr. Union 2011
  • Posts

    442
  • Joined

  1. Quote:
    Originally Posted by Deus_Otiosus View Post
    Let's compare to Invuln for a Brute/Scrapper:

    Shield Defense offers 17.8% Resistance to all damage types, except Psi with just 2 powers and a total of 6 slots dedicated.

    Invuln offers 23.8% Resistance to the exotic damage types and specializes in SM/L (53.5%) but it requires 5 powers to do so.


    So a difference of 6% Resistance vs. exotics compared to Invuln while simultaneously being able to both softcap to all positions easier than Invuln softcaps to all damage types and packing a ton of offense & recharge at the same time.


    You can also throw OWTS in there on an as needed basis, since it is a very forgiving T9 power, unlike Unstoppable.

    OWTS with 2 L50 Res IOs brings shield to:

    SM/L Res: 51.7%
    All exotics to 34.7%, except psi


    On top of all of that shield easily allows a Brute to get into the 2300 HP range, and up to 2800 with OWTS slotted and running.


    Invuln is still the tougher of the two and is an amazing set, but your claims that SD has "virtually no resistance" and "relying only on defense" is completely wrong - it also completely ignores that SD manages to bring a ton of burst offense to the table, only second to FA IMO.


    Maybe you should learn to build better.
    All Brutes have crappy resist to the exotics except Stone.
    But it is a rare Brute which has anywhere near as crappy resists to S&L as Shield does which also happens to be the most common damage type in the game. The difference is huge.
    I am a little surprised how you chose to compare it to Invulnn considering you are plain awrong about them capping Defense. Against one mob they get to 50+% rather easily, you add more mobs and their defense is just plain stupid. I build an Invuln and slotted it the same way I slot all my Brutes and actually had to look for ways to lower my Defense because I felt so stupid having it exceed the cap by such a margin.
  2. Quote:
    Originally Posted by David_Yanakov View Post
    Also, slotting the single target attacks for their secondary effects to get the extra 7.5% recharge boosts has zero opportunity cost for a farming build. Same with slotting LotG into concealment powers. 4 ST attacks and 5 Lotg is 67.5 right there without needing to slot the AoEs for anything but damage and recharge
    This is very true, I use LotGs for that very reason but capping ym defense means some very tight slotting (not sure ifit can be made any more efficient). That is the opportunity cost, whether to cap defense or use those couple of slots for recharge.
  3. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Because slotting for defense is even more useless when you have capped resistance. And of course slotting a build in reliance of an NPC is bad.
    To be fair, if you don't have capped Defense and capped resist or a significant amount of Regen, you are going to need to heal yourself which is a waste of an attack and slows you down or it is a waste of an inspiration which also slows you down.
  4. The problem with the Build is the fact it includes Shield.
    Shield offers virtually no resistance which is something no amount of IOs is going to fix. Any set that relies solely on Defense is going to be less effective than one that has decent Resist and gains Defense through IOs for double layered protection.
  5. I don't understand all this +recharge mentality. My build only has a base +40% recharge before Force Feedback, Hasten, Spiritual Alpha and Ageless.

    I have tried dozens of farms and the best one (by a massive margin) has an ally who gives Speed Boost.

    My 40% recharge + Force Feedback, Hasten, Ageless and Speed Boost means I am never without an AOE to activate and I very rarely find myself in a position where I have to use the much weaker Electifying Fences to fill the chain. I have capped Defense without relying on having a team mate around for vengeance meaning I don't have to deal with bosses, don't waste an attack on Vengeance and can get tickets faster. I don't have to use purples, the only inspiration I ever use are reds which means I do more damage and gain tickets faster.

    Going all out on Recharge is pure overkill. You go beyond the sweet spot and beyond the point of diminishing returns until you reach the point where the opportunity cost of all that recharge is handicapping you.
  6. Quote:
    Originally Posted by A Man In Black View Post
    T4 Barrier has 100% uptime, and always gives you at least 5% defense.
    I accounted for that - 35+5=40% and to keep things fair, I also chose to add 200% regen to my build to factor in a permanent boon from the regeneration one.
  7. Quote:
    Originally Posted by PBaRmy View Post
    Having 40% s/l and taking barrier is problem solved to me.

    Trying to hit 45% s/l def is going to hurt somewhere else, like your regen for starters. Having 40% s/l def and high regen is what makes a WP so great. so imo its best to hit 40% and get 140+ hp/sec regen, then just take barrier to get the 5%

    Heres a build that has huge regen and sacrifices def a lil, but with barrier it would be at 40% s/l with 156 hp/sec. Very expensive.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1433;696;1392;HEX;|
    |78DA6593EB6E124114C767D9C50AA52D94167A2F6D69412E5BAA7EF0D268A26D8D6|
    |D498A446BFC42483BC22648C9B244FBCD07D0C44BA20FE0A5CFA4D6DB037879033C|
    |7BFE53A46103F39B3973F63FFFB333937FB21610E2E975A1F5DFAC959BCDD20DBBE|
    |5486FBE5CB1F6065B35C77A547664CC961559EF13424CF074292F6B529AC55643DA|
    |A5A263CB7AC5A94631B5261FCA7A539ABB56ADD638782CEDD0ED7A55528A639E74F|
    |C3B070735B3D890723FC0DD6D596E58F5CA000F36AC4AD5A1D1D0C9D4BEB49B55AB|
    |31BEDEB0F6CCF5BAB42B87A57CB9E948FB106EC7C8588AFEF39A504F5B173B6E407|
    |80AC01D8651647C725338B7ED152675568491629CC9027719670B405CB8F8ECBEA4|
    |DED2DCA512C23F07CC3002B3C079DDC5609446D362815A5D79D2E169049E22F0148|
    |1A72FD47AA1AE7BB1FC18961F2B3226AEB1DE22B57DD033FAA03701BD29E84D416F|
    |669560508F927DD0F5F8D25CC8CC292C50423F0445FFB1C70D1DD36000EF8881515|
    |EFD2B0D86343F173F047B31D88BC15E0C1F69EE14123415D23CBC78E8236BCF7D60|
    |2C1C31BED15458551D7E8599D7C01B46FC2D2342264795A35138D2281455BEA36D7|
    |A844E917125368E0D8A6367E2D899256C5792DA49BCE99DCCB0FE9209E4188923B8|
    |7F07BC6718A43EADD4A761E1DCA6CED800B6009A9A551B347B89F55297812BC0554|
    |66695F1BD736EDBFA3C643390CD40367B8BF193321621EB59C499CDE2CC66D38C10|
    |F94BAA8D4E426839088C307C2121D248D0D22F78F195678C00CD98CA8389D0F2732|
    |4A8BC978C1F9491539F3C87D3336574AE1CFDDC5DD8EE89EC18EAB65144E3C8869B|
    |A36DB991B62FD8B920ED5FFECE15135A9617F8DD1D4A72E8CFFF90AEDDE3DA06712|
    |4833892C14DDEE7BFDD79286B18650DA3AC119495EB719CEA89ACF4442EF6442EF4|
    |440A7EF763A3B6DDAEFEFDAEFE83AE7E214C7E54FF1FF49EEA7A|
    |-------------------------------------------------------------------|

    Here is your problem, with Barrier the build you posted has 40% defense meaning he is hit 10% of the time with a regen of 140hp/sec that sounds nice. The build I posted with Rebirth Radial has 45% defense meaning he is hit 5% of the time and has a regen of 121hp/sec.
    Do you see the problem with your logic? You are getting hit twice as much and only regenning 15% more. If both builds stood afk in a pile of 10 mobs (which you have Rise to the Challenge set to) your build will die faster (well in all likelihood neither would die but you get the point).

    For higher Regen to counter being hit more, it has to be relative - for your char to be as survivable while taking twice the damage, he has to regen twice as much which he fails at.

    Your build does gain a lot more from grouping however as outide buffs that raise him to cap will make him marginally more effective than my build.
  8. I know the contest is over but I thought I'd post my character anyway.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 1: High Pain Tolerance -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(36), Heal-I(37), Heal-I(39)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37), S'fstPrt-ResDam/Def+(39)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), RechRdx-I(40)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(50)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Regen/Rcvry+(17), Heal-I(17)
    Level 18: Rage -- RechRdx-I(A), RechRdx-I(19), Rec'dRet-ToHit(19), Rec'dRet-ToHit/Rchg(46)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(46)
    Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 32: Foot Stomp -- FrcFbk-Rechg%(A), Armgdn-Acc/Dmg/Rchg(33), Erad-%Dam(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Armgdn-Dam%(34), Erad-Dmg(34)
    Level 35: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 38: Strength of Will -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Hurl -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(48), Thundr-Dmg/Rchg(48)
    Level 49: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), P'Shift-EndMod/Acc(15), P'Shift-EndMod/Rchg(48)
    Level 4: Ninja Run



    He is almost capped to S/L defense and is capped to energy with enough regen to mitigate the small bits of damage that get through. He never has any end issues nor health issues. I never bother looking at those bars any more.
    The difference between him and the winning build is that the winning build relies on regen to survive, against a larger group enough hits will be getting through to counter that. My build can literally wander into a group of mobs of any size and ne unaffected. Plus his damage is better .
  9. Don't try to build a WP with the intention of farming. If you want to farm always go /fire.

    You are obviously trying to build some kind of jack of all trades/hybrid that can farm as well as do regular content. A hybrid will suck at both.

    My suggestion is to make a farmer, it will take a day to get him out of Praetoria and another day for him to aoe grind himself to 50. Then make a /WP, have some random that wants a level 50 level pact that /WP and use your farmer to grind him to 50 for another days work.

    With 3 days work (2 if you don't go to Praetoria), you will have a capable farmer and a /WP to play regular contetnt with.

    IMO the best primary to go with /WP is easily Dark Melee. DM's AOE sucks so it sure doesn't work with your farming idea but Siphon Life fixes WP's lack of a self heal problem and the -to hit secondary ability synergises well with WP's good defense.
  10. Thanks for the replies guys. All exceptional advice (except for the guy that advised me to ditch /Fire ).
    I have managed to shave a couple of minutes off my farming time which is awesome.
  11. Thanks Ultrawatt - using the full directory address worked perfectly. It didn't like me using the path to my install though for some reason (I think it may have been too long) but I put it in C:/ and it worked from there.
    I don't need to take purples out because I am defense capped already, reds are all I need - I thought maybe yellows too because a little more accuracy to make sure I hit didn't sound like a bad idea but I have taken your advice and left them in.
    I also tried the Hasten reapplying itself thing and you were right, it was pretty damn annoying. I won't be doing that one again.

    I noticed that clicking both mouse buttons together auto swallowed a red, how do I make it so only a left click is needed to swallow a red? Or would that screw up using the left click for other things?
  12. I made a file in my CoH directory called: damage.txt
    Within it I have the following information:
    w "+forward$$inspcombine luck enrage$$inspcombine catch_a_breath enrage$$inspcombine respite enrage$$inspcombine sturdy enrage$$inspcombine break_free enrage$$inspcombine awaken enrage powexecname hasten"
    a "+left$$inspcombine good_luck focused_rage$$inspcombine take_a_breather focused_rage$$inspcombine dramatic_improvement focused_rage$$inspcombine rugged focused_rage$$inspcombine emerge focused_rage powexecname hasten"
    d "+right$$inspcombine phenomenal_luck righteous_rage$$inspcombine second_wind righteous_rage$$inspcombine resurgence righteous_rage$$inspcombine robust righteous_rage$$inspcombine escape righteous_rage powexecname hasten"
    space "+up$$inspcombine bounce_back focused_rage$$inspcombine restoration righteous_rage"
    mousechord "inspexecname righteous_rage$$inspexecname focused_rage$$inspexecname enrage powexecname hasten"


    My intent is to combine all but yellow inspirations and also I am trying to have the hasten auto apply itself (not sure if I got that part right). Anyway, I can't seem to get it to work. I try the command: /bind_load_file damage.txt and I get the following message: Unable to read in keybind file: damage.txt

    I'd appreciate any help that can be offered.
  13. That is some good information.
    I haven't been converting inspirations to reds, I have just been clicking whatever drops. How do I make a bind to automatically do that for me? I have tried googling it but can't seem to find any...
    Also what farm do you recommend? I have been doing Chick Magnet simply because I like the Speed Boosting NPC.
    Also, is there some way to know if I have hit the ticket cap or not? I think I may be overkilling it. I am triggering all of the ambushes and killing everything before clicking the glowy.
  14. I have seen posts throughout these boards about people able to finish in 2 mins 30, I take at least double that time.
    What can I do to increase my speed? Note I don't run out of End and can constantly spam my attacks.
    Here is my build:

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- Acc-I(A)
    Level 1: Fire Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(3), Aegis-EndRdx/Rchg(5), Aegis-ResDam/EndRdx/Rchg(5)
    Level 2: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(9), Sciroc-Dmg/EndRdx(23), Sciroc-Dmg/Rchg(37), Sciroc-Dam%(39)
    Level 4: Healing Flames -- Aegis-ResDam/Rchg(A), Aegis-EndRdx/Rchg(29), Aegis-ResDam/EndRdx/Rchg(29), Heal-I(31), Heal-I(33)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
    Level 10: Temperature Protection -- Aegis-Psi/Status(A), Aegis-ResDam(11), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(13), Aegis-ResDam/EndRdx/Rchg(13)
    Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Plasma Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(17), Aegis-EndRdx/Rchg(19), Aegis-ResDam/EndRdx/Rchg(19)
    Level 18: Boxing -- Stgr-Acc/Rchg(A), Stgr-Acc/Stun/Rchg(34), Stgr-Acc/EndRdx(34)
    Level 20: Consume -- Efficacy-Acc/Rchg(A), Efficacy-EndMod(21), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/Rchg(36)
    Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(25), S'fstPrt-ResDam/Def+(25)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
    Level 26: Rage -- RechRdx-I(A), RechRdx-I(37)
    Level 28: Burn -- Sciroc-Acc/Dmg(A), RechRdx-I(40), Sciroc-Dmg/Rchg(42), Sciroc-Dmg/EndRdx(43), Sciroc-Acc/Rchg(43), Sciroc-Acc/Dmg/EndRdx(43)
    Level 30: Hurl -- Mael'Fry-Acc/Dmg(A), Mael'Fry-Dmg/EndRdx/Rchg(31), Mael'Fry-Dmg/EndRdx(31)
    Level 32: Foot Stomp -- FrcFbk-Rechg%(A), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dmg/EndRdx(37), Sciroc-Acc/Dmg(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(40)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40)
    Level 38: Rise of the Phoenix -- RechRdx-I(A)
    Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(45), RechRdx-I(45)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(48), RechRdx-I(48)
    Level 47: Summon Striker -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(48), BldM'dt-Dmg(50)
    Level 49: Mu Lightning -- Mael'Fry-Acc/Dmg(A), Mael'Fry-Dmg/EndRdx/Rchg(50), Mael'Fry-Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(33), P'Shift-EndMod/Acc/Rchg(33), P'Shift-EndMod/Rchg(34)
  15. Bear with me here - I haven't played since I7 (I think?) and have just renewed my account.
    I am bringing some friends and we will be running some teams together and I am trying to make haste permanent by stacking some abilities from different classes, so here is the math that I have; Can someone please tell me if I have it horribly wrong?

    Firstly, The +recharge I have will be from Speed Boost (50%), Accelerate Metabolism (25%), Hasten (70%) and 3 recharge +3 SOs (97.23%).
    That should make Accelerate Metabolism permanent with a recharge of 112 seconds and a duration of 120 seconds.
    Hasten falls a little short but with 4 +3 SOs, it will gain a further 5.74% recharge to be permanent with a recharge of 119 seconds and a duration of 120.

    Firstly, is any of what I have mentioned here true? I have taken the information for the durations and recharges and buffs from these abilities from the character builder which I am not sure I trust...

    Secondly, do the effects of +recharge buffs activate retroactively? If I have Accelerated Metabolism up and then use Hasten, with the 70% reduction from hasten effect the already recharging AM, or will it only effect abilities used after the casting of Hasten?
  16. [ QUOTE ]
    Kin is an extremely good set as-is, throughout its career. It needs no changes. Do not draw the developer eye to Kin.

    [/ QUOTE ]
    QFE odds are if the Devs actually take notice of posts like this and take a look at Kin, its gonna get nerfed.
  17. My jump jet seems buged - it has nothing to do with jumping. Mine seems to work like a regular jetpack.