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Posts
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Quote:I was apprehensive about playing my MM on the Apex.And I will never bring my MMs to apex either because I don't want to re-summon so much and pretend that I am useful. Just because I manage to survive, it doesn't mean I am helping much.
However, after trying it, I find it very fun to play my MM on the Apex.
I really only make use of three commands during the BM fight. Attack my target-Defensive, Follow Me-Passive, Follow Me-Defensive. -
My EM stalker cannot BU+AS a +2 Nullifier either (I have 98.6% dam slotting and 6% global bonus). I do get them very, very close to dead though (even my Air Sup kills them).
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Thank you for the look. At one point I had my Sm/Le at 56% and my En/Ne at 58% in order to get close to the cap on those newer critters with 64% to-hit. I backed off some to bolster my ranged defense, which should help vs. a lot of the psi and toxic attacks I am currently weak to (I was trying to get to 32.5% ranged so a small purple would cap me, but I did not quite make it.)
I will definitely be using some of the concepts from the build you posted as they mesh well with where I want to end up. -
Finally getting my brute up into the 40s and am preparing to do my respec to include inherent fitness. I mostly team and will likely only rarely EX, so teaming on 40+ content is my primary use. I usually play at +1 or +2 and on big teams.
Advice is welcome.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Maximum Pain: Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Energy Aura
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/Rchg(17)
Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def(11)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(13)
Level 4: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def(13)
Level 6: Boxing -- Empty(A)
Level 8: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(25)
Level 10: Entropy Shield -- EndRdx-I(A)
Level 12: Stimulant -- EndRdx-I(A)
Level 14: Aid Self -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(15), H'zdH-Heal/Rchg(15), IntRdx-I(19), IntRdx-I(34)
Level 16: Energy Protection -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(19)
Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(31)
Level 22: Dampening Field -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(37), S'fstPrt-ResDam/Def+(37)
Level 24: Energy Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
Level 28: Energy Drain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(29), Numna-Heal/EndRdx(29), Efficacy-EndMod/Rchg(37), Efficacy-EndMod(40)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(40), Mocking-Rchg(40)
Level 32: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(34)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36)
Level 38: Overload -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(39), Numna-Heal(39), RechRdx-I(39)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
Level 47: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 50: Spiritual Total Radial Revamp
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Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 4: Ninja Run
Level 1: Brawl -- 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)
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Quote:Trying to pull BM out of the blue is what I consider stage 2 strategy. It can work fine, but IME actually makes it harder. It is definitely the 2nd thing I tried after the initial strategy of do whatever and see what happens.The biggest problem was actually doing damage to BM. I have a theory that -speed debuffs actually hurt the team. I was desperatly trying to taunt her out of the patches so we could attack her, but she was practically running in one spot from all the slows. So there was simply no way to get her out of the blue.
The fight is simpler if you actually do immob/slow her. Alternate between attacking her in melee, then, when the blue death drops on her, have the melee back off and collect other aggro while the rangers stay on BM. When the next wave of swords drop, she will be clear again, the melee move back in on BM. One of the keys to the movement is actually purposely choosing where you want the blue patches. Sometimes it is very convenient to move a good distance away during the armored gather aggro phase (if possible), just to keep the area near BM a bit more clear. -
I like it. It looks like another fun build for speed running TFs.
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The cottage rule has always been on the scene. Not pulling the rug out from players and totally switching up what powers do is an extremely good design principle. We only started calling it the cottage rule because Castle was kind enough to attempt to explain that principle to us with an amusing hyperbole.
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I love the Battle Maiden fight on all my characters. My master mind, my blasters, my defenders, my controllers, my scrappers, my tankers, my corruptor, my stalker, and my dominator.
Bummer you do not like it. Warriors have only a small chance to stun, but it does happen. Hopefully if you ever play it again "the melee learned to handle those" enemies that are mezzing your character. -
The end use looks a little prohibitive to me and I do not think you have much reason for the Spiritual, considering the levels of recharge in the build already.
I might go Cardiac.
Musculature Radial Paragon could be fun as well. -
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Energy Aura brute might work for you. The Energy Cloak does not suppress while fighting and you should be able to make a model that is simple and barely there. Of course, you do not get Energy Cloak until level 20, so the concept would suffer until then.
Stone Melee/EA could be really cool for this, because the character could be barely noticeable, but the Stone attacks would stand out quite impressively. -
Quote:On the one hand, yay!L20-40 Villain Strike Force: The Fire and the Flames
NEW VILLAIN SF!!!
That is all
On the other hand...
The Villains scheme will pit them against... the heroes of the Freedom Phalanx.
Boo.
I am sure I will enjoy the new task forces, but I'd rather see new named AVs or EBs from the Midnight Squad, the Circle of Thorns or the Warriors. Please, no more stories featuring Freedom Phalanx as enemies EVER again after I20.
Gah. -
Travel Improvements: Black Helicopters have been added to Port Oakes and Sharkhead Isle. Furthermore, additional Black Helicopters have been added to Nerva Archipelago and Grandville.
Repeat after me:
Tram on the south side of Independence Port. Tram on the south side of Independence Port. Tram on the south side of Independence Port.
Edit: Heh, I guess I should have read the thread before posting since others have mentioned the same thing.
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Quote:You are running into the damage cap. KoB deals 633.5 damage at the cap (you must have a proc in your KoB, which is why it is reporting a bit over the cap).+++ My Knockout Blow, slotted, but unenhanced by AAO or Rage: 343 Damage.
+++Rage kicks my slotted Knockout Blow to approx 647 damage! nice.
+++No Rage, but 5 people on average standing in to activate AAO kicks my Knockout Blow to 402 damage. Not bad considering no crash. (For the record, I can reach 446 with 10 opponents in Melee maximum).
+++Now for having the cake and eating it too: Rage activated, +5 people in Melee for AAO: Knockout Blow goes up to 647 damage???? What?
Either Rage defeats the AAO while active (which means the only point of AAO would be dmg Debuff opponents) -OR- Mids can't calculate this. Odd.
However, you must be double stacking Rage to get those numbers. Is your final build going to usually have double stacked Rage? You can set Rage to either 1 or 2, I'd set it to 1 and try your numbers again. -
Quote:Other than the Clockwork King, I do not think Synapse features any Psi damage?I recently went on a Synapse TF and was exposed to a fair amount of psi, while exemplared with fewer attacks and under-enhanced powers. I completely ignored the psi attackers and let my native regeneration (ONE slot in Health) take care of it, plus some fairly occasional weak heals from a teammate. Later, I blundered into the Clockwork King without realizing it, and he opened with his psi alpha. My health went way down very fast...I hit Dull Pain and then the Elusive Mind accolade power you get from fighting Rikti Invasions, and I was fine.
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Quote:Which, IMO, is a bunch of crap.No it won't. If your rage overlaps for even one second, the defense crash never occurs.
I am perfectly happy on my SS/EA brute having Rage crash and then recharge about 10 seconds later, except of course the Rage crash nearly kills me 1 out of 3 times it happens and succeeds in getting me dead 1 out of 10 times it happens. I am finally going to breakdown and just perma the stupid power, but it SUCKS that the crash is so terrible for some sets AND that it is totally pointless since it is normally just avoided by most players. -
Nerve will increase your taunt duration, as well as your and your pets Accuracy. It will also assist with any +defense powers you may have, including the Protector Bots defense powers (not a big issue since you are already capped, but it may be more of a concern if you plan on playing in the incarnate content). Other than Poison Trap, I don't think you have any other holds.
Cardiac is useful if your pets have end issues, but I think Bots are pretty good with end use. I'd think this is the least likely to be useful to a Bots/Traps.
Spiritual has several nice effects for a Bots/Traps. It will help get those Traps back faster as well as Repair. It will improve the Stun duration for the Protector and Assault Bot powers that stun. It will also improve the slow effect in Caltrops and WG (slotting for slow is helpful when facing +3s, IME).
I have to agree with your take on Musculature. It does indeed affect pet damage (generally, any power that can be slotted for an effect will accept the Alpha as if it was slotted, for reference) and it has a lot of little side effects that are useful. -
After careful and deliberate thought, Hail of Bullets has to be my favorite (unless Fireball + FSC + 3 ticks of Hot Feet + 3 ticks of BA (the last to a small number of foes) counts as a crashless nuke).
Hail of Bullets meshes much better with my preferred playstyle and it works better with my 2 favorite secondaries, /Fire and /MM. -
Quote:That is true when the resistance affects the mez duration. However, KB resistance affects the magnitude and works as I have stated.I am sorry, but I am 99.999% sure you are wrong sir. Castle posted many years ago on the difference between status res v. status prot. It was clear you cannot be immune to a status effect with resistance alone. You cannot reduce a status effect to 0 with res alone.
Don't take my word for it. -
But, but.... Rooooaaaaarrrrrgggghhhh!
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Quote:10,000% resistance to KB does give you immunity to all resistible KB. You could totally remove the KB protection in status protection armors and still not be KBd, except by unresistible KB.10,000% Resistance does not give you immunity to KB. It only reduces the mag of the KB. Most status protection armors have both Mag and Resistance to KB, thus are nearly immune to KB.
KB resistance is a straight up resist. If you had 100% resistance, the KB mag would be reduced by 100%, in other words, it would be zero, no matter how high it started at. The fact that the armors have such high resistance is overkill, anything above 100% is really a waste.
KB protection is useful vs. unresistible KB, although most of that contains a mag over the protection the armors give, so they still get pushed a little bit, but the protection lowers the mag some at least. -
In my experience with Claws, Focus is quite good for juggling a boss and Shockwave is an excellent source of Alpha mitigation as well as emergency mitigation. In my experience with Regen, KB and KD are excellent and synergize well with the set. Delay helps regeneration work as well as giving you precious seconds for one of the clicks to recharge.
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Quote:Then type it out. Give a general outline at least if you do not want to type out the whole build. Three sentences in your OP is not enough to go on. You said you had an idea how you wanted to go, but then added no guidelines for us. If you just want to see how other people build theirs, use the Search feature. If you truly want help with yours, post something, anything.Thank you for assuming that my question was because I was too lazy to build my own, or that I wanted to be spoon fed how to play my toon. I've been building my own since launch. Excuse me if I come looking for guidance from people, and thank you for being that stereotypical forum responder the only thing missing from your post was "L2P!"
We want to help, but you gave us nothing to help you with. -
Looks like fun. I probably would not slot Bonfire that much, it is good with just the base slot filled with a recharge, IMO, and not good enough to add more slots to.
I'd slide one slot into Inferno, pick the cheapest Dam/Rech IO.
I'd put one or two slots into Ring of Fire. If the Centriole is undesired (but these are cheap) then put a generic range in and maybe a 4th Thunderstrike.
Add a slot to Hover, Tough or Weave for a KB protection IO. I did not bother to do this with earlier builds, because it is not the biggest issue for a ranger, but I think it would have more value than adding slots to Bonfire.