Shred_Monkey

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  1. There are a lot of ways to do an ITF, and only a few of them are bad. I always ask before each mission what we're doing... usually a simple comment like "are we skipping the ambushes?" ... "are we pulling the generals?" "Shall we split up and hit the mission objectives?" I don't care what the answer is, as long as I know it, then I'll excecute the plan with extreme violence and enjoyment.

    Even if the team runs together regularly, it helps to have a brief 1 line of communication before the mission to know what the plan is.

    I'd never kick someone who didn't follow the plan, but I can see the tank's point of view. He hadn't done an ITF before, so he's new to the end game... he started the TF probably just so that he COULD tank Rommie and see if his tank had that ability (of course it does, but it's new to him, remember)... having someone else jump rommie first might have ruined something he'd been planning for some time.
  2. I'm going to break my rule of not posting builds. I've been playing with willpower brute builds lately. I was actually looking at claws willpower for I16, but my general plan actually fits better on dark.

    I don't have the rough edges worked out and the order of power choice was pretty random. I haven't done chain calculations yet to see what recharge is optimal, there's just a lot in the build.

    The big thing to note here is no Fitness.

    edit:... the aegis in tough should be the PvP +def IO.

    2nd edit:... I haven't figured out all the tricks of these new boards yet so my post looks like junk. To sum it up quickly the highlights are :
    46.2% or better defense to all 6 damage types, (27.2 to psi)
    62.5 global recharge,
    hasten,
    2200 hp,
    476% regen with 1 target in range...
    47% resists to smashing/lethal.

    It doesn't fully capitalize on the potential +regen and hp of willpower... but compared to other powersets with soft-capped defenses, the regen and hp are superior.

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

    Click this DataLink to open the build!

    Level 50 Technology Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Smite -- Mako-Acc/Dmg/EndRdx/Rchg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Dmg/EndRdx(27), Hectmb-Dam%(31)
    Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(5), Aegis-ResDam/EndRdx(7), Aegis-ResDam/Rchg(11)
    Level 2: Shadow Maul -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(7), C'ngBlow-Dmg/Rchg(9), Erad-Acc/Rchg(9), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(37)
    Level 4: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(17)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(48)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13), HO:Enzym(13)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 14: Super Jump -- EndRdx-I(A)
    Level 16: Rise to the Challenge -- Heal-I(A), Heal-I(17)
    Level 18: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), Heal-I(23)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(25)
    Level 22: Tough -- Aegis-ResDam/Rchg(A)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), HO:Enzym(27)
    Level 26: Fast Healing -- Heal-I(A)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), HO:Enzym(29)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), HO:Enzym(31)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34), GravAnch-Acc/Rchg(34)
    Level 35: Soul Drain -- Mocking-Taunt(A), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(46), Mocking-Taunt/Rng(48), Mocking-Rchg(48)
    Level 38: Dark Consumption -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(39), Erad-Acc/Rchg(39), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40)
    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: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(46), Mocking-Rchg(46)
    Level 47: Super Speed -- Run-I(A)
    Level 49: Jump Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury



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  3. Shred_Monkey

    Whirlwind

    A long time ago... prior to IOs but after ED... i played a claws/regen scrapper who was built to have the endurance to run whirlwind almost non-stop. He effectively used it to perma-knockdown level+3 or better bosses while spitting out good DPS. At that time that was doing good for a scrapper. These days, I don't see status effects being all that useful to most scrappers who can pretty much build to stand toe-to-toe with anything including things you can't knock down.
  4. 'Cause obviously shield charge isn't buff enough of scrappers as it is.
  5. My personal opinion is I don't like it. I wouldn't do it.

    I wouldn't hold it against you if you did it... but if you're like me, and I suspect you are if you felt like asking here... you'll probably regret using the 'cheat' and seeing the name on the screen will remind you of it every time you play. Since it's something you'd have to live with forever on that toon, you probably want to find another name.
  6. Just as a quick "yeah it's possible" concept... you can easily soft-cap lethal/smashing and take out one of the lethal-only attackers.

    MA has more then sufficient damage as well.
  7. Don't see an answer to this question anywhere, but it's probably out there. In every quoted post on these forums there's a graphic called "view post." I just get the empty box with a little x indicating the graphic isn't loaded. Is there a good way to fix that? It makes this forum utility look like a cheap and annoying forum utility available to everyone for free instead of a high-class ultra-reliable top shelf product.

    (it's probably just my firewall at work blocking the graphic or something, but I don't like the way it looks).
  8. /SR is the easiest and cheapest to get to soft cap.. which gives more room for other things such as aid self which I'd recommend.

    /Shield can also be easily soft cap'd, and it comes with more hitpoints, resists, and +damage, which generally make it a better build overall. I'd still recommend Aid Self.

    MA/Dark can get to soft cap or near soft cap at seriously gimping the build's damage output, but it comes with a heal.

    You can see the trend... to kill AV's you want to be at or near the soft caps in defense and you want a heal.
  9. I've got an old DM/Regen scrapper named Sewer Monkey. He makes good use of the a grotesque colored smokey aura to appear to constantly emminating a nasty stench. With colorization I would change the black to a brownish green and completely the look.

    (note: touch of fear would be refered to as "heh.. smell this")
  10. I just use geometry... break line of sight and they come right to you. Or just ignore them if they can't kill you... which is often the case on a scrapper.
  11. Greetings. My name is Shred Monkey. I play on infinity.

    I made a DB/SR scrapper awhile back (named Shred Monkey) and filmed him soloing some AVs. This is back when people didn't do that so it attracted quite a bit of attention.

    I also have a DM/SD monster named Shadow Monkey who according to Werner's calculations cracked the 300DPS barrier in a fight with Shadowhunter which contributed considerably to the general concensous that that combination is freaky awsome.

    This weekend I decided it was time to reinvent awesome once more and I started a Katana/Fire. I'm not sure what it is I'm going to do this time that should not be possible on a scrapper... but I'll figure it out and get back to you.

    Generally I ignore the "rate this build" posts and talk more generally about build philosophy to help others come up with thier own builds. I used to contribute a lot to DPS discussions, but enough others have picked up the torch on that topic and the answers are usually posted to quickly for me to add anything.

    I also don't like what's happened to the game since Mission Architect was released... though I don't blame AE entirely.

    (and no, I still won't post my builds.)
  12. Quote:
    Originally Posted by Snugs View Post
    I understand that there might have been a misunderstanding or whatever (either on the player side or dev-side), however, that's not what's bothering me.

    What's bothering me is the threat I got from a dev, saying that he suggested me or my friends not do it again or face further disciplinary actions. Ok, do what again? Talk to each other in local chat about our upcoming sg event? Speaking in local chat entirely? Should I warn my entire sg NOT to speak in local chat about our server event that we'd like people to get involved with?? I'm trying to understand how advertising for a future event in local chat (what I assume is the reason I got silenced for mistakenly) can be risking a disciplinary action in the future? I can see how the devs (and people in the zone) could've made the mistake about our similar names.
    There's nothing wrong with talking on /local... just like there's nothing wrong with putting people on ignore.
  13. [ QUOTE ]
    [ QUOTE ]
    If you want to taunt something, stab it in the face.

    [/ QUOTE ]
    Absolutely pricelss, Werner! A sig-worthy line if ever I found one! I am still chuckling.

    [/ QUOTE ]

    But have you ever seen the call of the wolf animation? (don't worry, it's pretty rare to find someone who has) It's awsome. You stand straight up and point your sword at something like your picking it out of the crowd saying you're next! It's a shame it doesn't fit in any of my builds.
  14. What's up with the unusal lull in activity here in the infinity forums. Did slax_ get banned?
  15. Shred_Monkey

    toku

    In general pie is better then cake... but some cakes are better then a lot of pies. Also, if I can have a ruling, are pancakes considered cake? 'cause I really like pancakes.
  16. considering 95% or more of this game is soloable by most ATs and Combinations or powersets, it's hard to argue that anyone is valuable to any team... so the whole "we don't need MM's... we don't need Brutes.. etc" thing is pretty silly from that perspective.

    1. AoE melee toons are less effective if the mob's get splashed around from knockback. That's pretty simple to understand.
    2. People who do knockback can't not knockback without just not using thier powers. Not using thier powers makes them less effective.

    We have a paradox. Sorry, there's no solution here. (unless of course you bring along someone with an AoE immobalize that prevents knockback.

    ...


    All that said, my personal expirience is most speed running teams have brutes, not MM's (YMMV)... probably more as a result of the set-up and movement time for a MM being to long then anything else.
  17. I think from level 1 to 40+ it's a very solid combo. It's until until you start getting high amounts of IO sets in the other powersets that they start to pull ahead of FA. In the endgame, if you're teamed a lot then you won't notice any lacking in defensive power, and you'll certainly have sufficient offensive power to contribute a lot.
  18. Shred_Monkey

    Owed to Mids

    Taking over someone else's program is a monumental effort. I personally will donate once again when the update is released and stable. I invite everyone else to do the same.
  19. Shred_Monkey

    Halfway there...

    Cliche as it may be... the 2nd 500M is much easier then the first.
  20. [ QUOTE ]
    [ QUOTE ]
    Honestly I think if anyone needs a buff it's Stalkers. As far as the melees go, it just makes sense in my head that the more durable one is, the less damage they should do. So it should be like this:

    Damage > Survival
    Stalker
    Scrapper
    Brute
    Tank

    Instead, it's basically Scrappers/Brutes at the top (depending on situation and fury/FS/blah/Rage/whatever), with Tanks at the bottom for damage, and Stalkers just above. Stalkers are the lowest for survival, though, so they get the short end of the stick by being the weakest survival-wise but also being outclassed for damage by at least two other melees. Add to that the fact that they get few, if any AoEs in some sets.

    [/ QUOTE ]

    How are your figuring this? Stalkers just got huge buffs to damage and survivabilty. Chance of AoE fear with assasin strike and not aggroing on a missed AS is huge, plus I believe they got a slight HP bump, or maybe it was the max HP level. Either way they are more survivable now than ever before.

    On top of that they now do crits when not hidden more often than Scrappers when on teams. I don't see your logic. Stalker are quite good now IMO.

    [/ QUOTE ]

    this... If you play your stalker like it's a scrapper, you're survivabilty is not so great... but the concept of the stalker is to use placate, hide, and other tools to add to thier surivivability... not stand there toe-to-toe.

    I'd accept arguments that the concept isn't balanced well enough in team vs large spawn situations, but that's the idea.
  21. Shred_Monkey

    Martial Arts DPS

    [ QUOTE ]
    [ QUOTE ]
    Eagle Claw has a slightly higher DPA than CAK, and it is easier to get enough recharge to use it. It also crits more often and has a mag 3 stun. Why not use it?

    [/ QUOTE ]

    Well lets see

    CAK
    ACT= 1.848
    Damage with 95%=220
    220/1.848=119
    DPS of 119



    EC
    ACT=2.773
    Damage with 95%=319.8
    319.8/2.773=115.3
    DPS of 115.3

    So CAK is the better DPS attack.

    [/ QUOTE ]

    Also, it had a big chunk (3 seconds) of 115.3 DPS... bringing the whole chain down... where as a shorter animating attack allows you to use your higher DPA attacks more often.
  22. You know... there is something we can do about this. I used to do this some outside before MA. If I had a level 50 mission in a lowbie zone, I'd pick up someone as an SK and take them on a rollercoaster ride through a high level mission run by an uber scrapper. If they hadn't seen that before, they often thanked me and said that was cool as heck (and they also liked the fast xp of course).

    Getting people out of AP might be difficult, but MA itself might solve that problem. There are hundreds of real arcs in MA itself. Running through those with an SK would be both enjoyable and introduce new players to what the game really is about.
  23. Shred_Monkey

    Dual Pistols....

    Nobody really knows what the new Martial Arts animations are. How sweet would it be if those turned out to be spinning flipping gun attacks.


    edit: You know.. the more I think about that.. the better it gets. This ability to customize select your animation would open up the door for a lot of things we've been asking for without having to build an entire new power set... bow-staffs... vehicles for travel powers... could be some good stuff coming in the next few years.
  24. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    (QR)
    Scrappers do not need buffs.

    [/ QUOTE ] I disagree, Scrappers are horrible on teams. They don't bring anything to a team at all.

    [/ QUOTE ]

    They need a donut power. Hand out donuts when team is idle.

    [/ QUOTE ]

    If the team is idle, the scrapper isn't using his inherent properly.