-
Posts
3314 -
Joined
-
Quote:Nonsense. You can easily go beat the snot out of them in a few arcs. Only when they are massively supported on a major invasion where they have used a boatload of resources to prepare and come with loads of allies are they increased in power to the point where the player needs to respond in kind and also get modest support of 7 others.Battle Maiden, Neuron and Bobcat are still big bags of HP and massive damage that can stand up to eight players.
Its not like Battle Maiden is presented as having this type of power all the time. The NPCs only have very, very high levels of power when they are planning something major. If you want to fall back on story driven reasons for why your character should be the most powerful person in the game solo, the game gives you plenty of ways to live out that fantasy. The fact that the game also has stories where the protagonists must struggle to overcome daunting foes is a good thing. Variety is important. -
I chose Cardiac (End reduction/Range), but I do have all the end heavy toggles. I am considering also making the Musculature so I can switch out when I have teammates which make endurance management a non-issue (which is frequently enough that I question my choice of Cardiac in the first place).
Spiritual would be potent for your build, IMO. You would have more of your options available more often. Since you lack any set bonuses for recharge and all of your powers are below the ED recharge cap and most have no recharge slotting at all, the effect of a Spiritual should be pretty noticeable. -
Maybe repeatedly using Force Bolt, Repulsion Bomb, and/or a Vet/temp power will make a difference? Perhaps bubbling people who already have bubbles could "game the system." Maybe bubbling NPC allies could trigger getting better rewards?
-
-
It is a pretty common idea I have seen many times, true. It was suggested a lot as a change for Assault Rifle.
-
-
Mob AI is programmed to run out of damage patches (and oftentimes debuff patches too). The Fear in Burn just made them run sooner and more assuredly. Now it takes a second or so longer for them to decide to get out of dodge. I use Caltrops and the Knock in Soaring Dragon and Golden Dragonfly to keep them in my Burn patch longer.
-
Quote:It is not Earthquake. I am sorry you fail to see that. Is Freezing Rain Earthquake because it also knocks things down?You can say it's better than earthquake all you want but it is -still- Earthquake, better or not.
Quote:not everyone wants to play a tactics game with a knockback power and not everybody wants to waste their endurance on a power that could potentially ruin one of their more important power's effects if their Sonic Repulsion target makes a mistake.
Quote:Do you honestly want to buff 7 people with 3 different buffs and keep up 3 toggles? This is fun? Yeah some people would consider this fun (Cheers, Westley! We miss you). But in all honesty, its tedious keeping up with 2 buffs as it is on 7 targets combined with the 2 toggles we're apparently suppose to keep as far away from each other as possible. And even that uses endurance at a decent pace. Clarity's uses are good, but generally not worth keeping on allies. It's almost always turned into a reaction device: Only being used after an ally gets mezzed. Too bad that's not very often or very long. It's useful for certain groups like Malta or other mez-heavy enemies but outside of them: it's hardly used.
If you find buffing tedious, why play a set that is so obviously dependent on buffing allies to be good? I find buffing to be fun and challenging. When you have a team screaming around a map like lunatics because they can't get mezzed and lose life slowly, that satisfies me. Therefore I like playing buff sets. When your team has to wait for you to engage, when they depend on your debuffs, I find that less fun, so I stay away from debuff sets (well, except Storm, but I really like Storm for concept reasons). Should I come here and insist that AM be changed to a single target click buff so I can keep it perma on my whole team (except myself) like I can do with Speed Boost? Maybe Fearsome Stare can be removed from Dark and replaced with an ally buff that grants the target a Cloak of Fear type power? That would be great!
Quote:Comapring it to Empathy's Clear Mind: It's the same but each set plays drastically different. Empathy's only applying Fortitude on targets while healing, So theres more time in Empathy's (I guess what you'd call) rotation to get Clear Mind in. They also have the endurance to spare quite easily. You could also arguement a mental state of active protection while the sonic player is about passive protection. -
It is possible the damage dealers were used to teams where the tanker moves quicker than the team and two defenders would usually be enough to handle the spillover. If those things fail to happen, you usually have to slow down as a damage dealer (or die more often).
Maybe they either did not know how to handle slower teams or they just did not care. -
While I do not think the recharge time on Liquefy needs to be 5 minutes, it does a lot more than Earthquake and it does it very well.
Quote:Including a Ally-targeted AoE Knockback, which is completely counter productive to it's ally-targeted AoE res-debuff and Liquefy.
Quote:Clarity would be nice, but generally it's not worth keeping on everyone, expecially since Sonic Dispersion already provides adiquette mez protection (expecially since it's a toggle).
Cage is definitely very situational. I call it and Repulsion skippable, but respectable, options. -
-
Scrapper/Brute/Tanker
Fire Melee
Shield Defense
Defender
Cold Domination
Sonic/Ice/Dark -
I changed my MIDs to the unofficial I19 version, so the data chunk is unlikely to work. However, if you select the entire build and copy (I start from Villain Plan by Mids' Villain Designer 1.803 and copy all the way to Level 4: Ninja Run), MIDs will often be able to interpret that just fine (or at least mostly fine, sometimes a few IOs fail to show up).
-
Also, when you want to run RWZ missions, juts send a bunch of tells to scrappers, brutes, stalkers, and tankers. One (or more) is bound to join you and combining any armored character and a Kin makes missions fly by.
-
Quote:CS will never do extra damage true. A critical on other sets single target tier 9s will indeed outdamage CS. CS is still a big hitter and still an extreme damage attack.But lacks the crit ability, which puts the others (at least a few) ahead, does it not?
The 20% chance to recharge Power Siphon is pretty nice too (and probably better than a true critical in the long run). -
Quote:[sarcasm] Agreed, they should eliminate Brutes.I just don't understand the need for everything to be the same. The game has different ATs for a reason.
They are too similar to scrappers and never should have been added. The powersets scrappers do not have can just be ported and all is well. [/sarcasm]
I suggest replacing them with a an AT that has a melee primary and a buff/debuff secondary. That would be different. -
Here is another option. Very strong defensively, Dull Pain recharges faster, capped D to Sm/Le with just one enemy in melee. Loses out vs. Psi though.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
JonathanOG: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/Rchg(7)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9), S'fstPrt-ResDam/Def+(11)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(13)
Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), P'ngS'Fest-Dmg/Rchg(21), P'ngS'Fest-Acc/Dmg(23)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25), P'ngS'Fest-Acc/Dmg(27), P'ngS'Fest-Dmg/Rchg(27)
Level 10: Swift -- Run-I(A)
Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
Level 14: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(29), Numna-Regen/Rcvry+(31), Numna-Heal(31), Numna-Heal/EndRdx(31)
Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(40)
Level 18: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(33), AdjTgt-Rchg(34)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Acc(34), P'Shift-EndMod/Rchg(36)
Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(36)
Level 24: Resist Elements -- ResDam-I(A)
Level 26: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39)
Level 28: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(42)
Level 30: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(43), AdjTgt-ToHit(43), AdjTgt-ToHit/EndRdx(43), GSFC-Build%(45)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46), FrcFbk-Rechg%(46)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 41: Super Speed -- Clrty-Stlth(A), Winter-ResSlow(42)
Level 44: Superior Conditioning -- P'Shift-End%(A)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Acc(48)
Level 49: Taunt -- Zinger-Dam%(A)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 4: Ninja Run -
Quote:All pets benefit when in range of you. The uniques are granting you a power which buffs your pets, but they have a pretty short range.1) If I slot the +5% DEF unique in the tier 1 pets, do all pets benefit from the DEF bonus, or just the pets that actually have the set?
This unique works all the time (as long as you do not Ex below its range). You do not need to activate the power it is slotted in. -
It depends on your build goals. If you want more HPs and regen with some some added control, you slot Devastation (the +damage is a nice plus). For Defense, you slot Thunderstrike (the Acc and Recovery bonuses are nice little adds though).
My Pistols/Fire blaster is a defense build and uses the following slotting for the first tier attack.
Hero Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
My main Fire/Fire is a regen build and uses the following slotting (before I got the purples I used 2 Thunderstrikes).
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Hold%(7), Dev'n-Acc/Dmg/EndRdx/Rchg(15), Apoc-Dmg(17), Apoc-Dam%(33) -
You need to look at the tier 9 again. Outside of Lightning Rod, I think it does the most damage with a single click of any scrapper attack set. Concentrated Strike deals 20% more damage than Head Splitter.
-
Crushing Field washes away many sins. It is more effective than actual Taunt against large spawns. Of course, I usually combined it with Freezing Rain and Hurricane, but I can see Repulsion Bomb and Repulsion Field having similar aggro controlling abilities (Bomb and Force Bubble seem to work well on my FF defender for keeping aggro off of other people, although the Bubble's size limits its use a bit more than Field's).
-
-
I still think you should take something else. If you go with Leadership, I would go Assault instead of Maneuvers (unless you team with people granting you Defense a lot).