-
Posts
1146 -
Joined
-
I skipped my patron on my claws/WP, simply to avoid redraw issues.
What I'm trying to figure out about your current build is the combination of cost-cutting and expensive sets. RTTC is using generic heal IO's, while you're using Kinetic Combats, of which the triple fetches for a hefty price.
Now some slotting suggestions:
In general, you don't have very good accuracy in your attacks. I would either go with Mako to complement your kinetic combats or two pounding slugfests for regen. 2 makos offers better efficiency, but a lousy set bonus. Given it's a /WP, I'd probably go for mako.
Go ahead and grab strength of will. It's a nice T9 and can serve as a mule for a set of reactives.
You should be able to manage to fit in Eradication's Chance for NRG proc in your PBAoE attacks. It adds a pretty nice boost to damage to your attacks. Try swapping out your Scirr Acc/Dam with a Dam/Rech and your Erad Dam/Rech with the proc. You'll gain a slight increase in AoE dps. The same comment for spin. You could also skip the proc and swap that acc/dam for dam/end for better endurance efficiency.
You'll want more accuracy in Followup. I like rectified recticle and Kinetic, but I don't like mixing them, because you wind up with very poor accuracy.
I like mixing Thunderstrike and Devastation in my range attacks if I want nrg/neg defense and some good regen/hp bonuses. Even 5 slotting it gives great numbers.
If you're willing to fork out some more inf for your toon, here are some sets you will want to use over those generics:
4 Performance Shifter, for +HP and Recov
3 Numinas: Heal, Heal/End, Heal/Rech, or Unique for better Regen/HP
2 Miracles: Heal, Unique for better recovery. -
Quote:I like slotting Shadow Maul with Obliteration.I skipped Shadow Maul entirely on my DM/SR. I took Shadow Punch and Smite instead, and it has worked out pretty good for me. I hate using Shadow Maul on single targets, and I can't always line up the cone to hit multiples consistently, so the end drain isn't worth it for me, and if it misses you're flailing away for almost 3 seconds, during which you can't do anything else. Not a huge deal, I just don't really like Shadow Maul.
Quote:I took Gloom and Dark Obliteration, which have served me well, but I'm considering swapping them for Mu mastery to beef up my AoE output. I'll still have a ranged attack in Mu Lightning (which I actually like better than Gloom anyway, Gloom's DoT gets wasted a lot in fights, since I tend to punch my target before all the DoT is applied), and I get Electric Fences and Ball Lightning. The DoT in Electic Fences and Ball Lightning isn't an issue, because it is applying it to the targets I'm not actively beating on at the moment.
Quote:I suggest a little more recharge in Siphon Life. The sets you're using are fine, just switch around to get some more recharge in there.
To the OP:
Endurance is going to be something you may want to focus on now. You're going to have endurance issues quicker than you'll have dark consumption up again. If tough is just a mule, don't run it. However, if you want to run it, get a another slot in there to frankenslot some res/end bonuses, because tough has a pretty high end cost.
Midnight Grasp is an incredible attack. You're doing a disservice by not having it recharge quick enough. In general, focus on offense rather than defense now on your build - you've already softcapped yourself. The meager -to-hit you have is plenty without slotting.
Rectified Recticle is more useful on a typed defense build than a Positional. I wouldn't slot that in Soul Drain. You want to hit the ED cap for recharge on this power, get a decent amount of accuracy, and go from there. Since you'll lose your capped melee defense, consider either a multistrike set or obliteration in Shadow Maul. I'm guessing you'll go with multistrike. Then you'll have even more AoE defense, which leads us to:
You are well above the cap for AoE defense. Save some slots where you can and move them to more useful powers, like getting tough a little better slotted.
I'd take another look and tinker with it a little more. You can get some better efficiency without increasing the pricetag. -
Switch, mind explaining that build of yours?
I love taunt sets, but when your attacks aren't getting any +DMG or -End, I'll need to report you to the Better Bruting Bureau. -
Quote:I'm a big proponent of using Lightning Field's damage aura for..damage. If you have room to slot for end drain after damage (you can!), go right ahead. I've done a lot of recording for performance in herostats on various /Elec builds, and that aura puts out more AoE damage than a lot of attacks (footstomp, lightning rod, and similar ones still deal more). If it pulses every 2 seconds and deals around 25 dmg per tick per 10 enemies hit, that's 250 dmg every 2 seconds while you're using other attacks. I would argue one would see a 25% boost to kill speed simply by slotting and using damage auras. It's incredible when you have plenty of enemies around you.Lightening Field...slot this for END DRAIN. This is to stack it with Power Sink's END DRAIN. Power Sink will drain them, LF will keep it drained.
Quote:Best set bonuses, +Defense (you tend to get +HP from alot of set you would normally use anyways).
My SS/Elec build has 39% S/L def, and is about a 4 billion inf build. I built it to be able to deal tremendous amounts of AoE damage and take very little damage in return. However, endurance on that build is a serious problem. If you aren't looking for the absolute best in high-end performance, aim for 32.5% defense and then focus on hp/recovery, and you'll be much happier. My SS/Elec requires constant attention to powersink and energize for endurance management while I watch for rage crashes. If you don't want a very intense playstyle, don't build for 40% defense, and sacrifice about 8% of that defense to add some recovery.
Quote:I was able to successfully tank (ie hold aggro...I also used taunt on my brute) the ITF, as llong as I was able to keep using PS on the mobs. If I went into a spawn without PS up, it was a hard fight.
Haven't tried to tank it since the heal was added, on my ELM/ELA, but the heal should make it better. -
Quote:I find certain recipes will spike well above crafted price. I imagine some players don't bother buying crafteds because they believe them to be more expensive. I've actually saved money at times buying crafted recipes.Another is so upside down it's ridiculous. [Why can a crafted IO sell for 3m-5m less than the recipe when there's 2m of salvage involved?
If a certain recipe has a limited drop rate and a decent demand, it is incredibly vulnerable to spiking the price. Obliteration during the AE craze was a personal favorite. I'd buy stacks of ten across many characters and resell them to the buy-it-nao crowd for about a 100% profit. So many impatient new 50's to rob blind.
Quote:How long does a good niche last? -
I always like options. While it would be rather stupid to skip something like hide, there have been a few occassional builds where it would have been easier to be able to skip the first attack - especially with tanker's melee attacks.
-
Yeah, I'd go +HP/Rech, but most farmers in RL don't build a mansion in order to run a farm.
I understand why you went with some of those PvP IO's, but their cost and unavailability on the market makes me wonder what real benefit they offer.
Obliteration in blazing aura is going to really hurt your end. -
I strongly disagree. If anything, the reason you have trouble holding aggro is your lack of AoE in your primary. There is one brute set that doesn't have a taunt aura, and SR isn't the one.
-
It all depends on your sets. If you aren't planning on investing in sets with defense bonuses, then 3 slot your powers. I'm fond of Gift of the Ancients. You could 2 slot that with the 7.5 runspeed and the defense, gain some end recovery, and throw a 3rd generic defense IO in it to leave it near the ED cap. If you have the slots to spare, it's a good idea. I also don't know if you're going after LOTG 7.5's. If those aren't planned, I'd 4 slot Gift of the Ancients in your 4 toggles first. (I think I'm right at thinking 4 with weave).
Slotting a 3rd generic lvl 50 IO will add 0.5% defense to a passive.
Some builds can softcap without 3-slotting them.
Sorry to hear about the mids.
May I suggest taking Combat Jumping? Combined with hurdle, you can get some decent speed, and you also get to add another 1.88% defense to all positions for very low endurance. If you're aiming for the soft-cap, for most content elude will not offer any additional protection.
I'm getting 40.9% defense to all 3 positions with the following slotting/powers
-Gift of the Ancients (Def, Def/End, 7.5% Run, Def/End/Rech) in all 4 defense toggles (including weave)
-2 generic IO's in all passive defenses. (will be at 41.5 with 3 slots)
-Steadfast 3% in Tough
Now if you'll use sets in your passives, you'll want to 3 slot them. -
Taunt is often looked for on strike forces. For normal gameplay, taunt is largely unnecessary. However, if you are doing master runs, having the ability to quickly pull aggro off of a squishy is important - especially at range.
It isn't as necessary on AoE centric builds, because our attacks do have a taunt component. Some sets also have auras that hold aggro very well. Willpower does not have that luxury. For WP, I can definitely see wanting to add taunt just to ensure enemies are huddled around you for RTTC instead of someone peeling off a few and you losing your regen bonus. -
I think DDR is the key reason then. I can spend a fortune on IO's to get around 40% S/L defense on a resistance set and watch cascading defense failure turn a multi-billion inf build into a piece of trash.
Whereas if a SR brute could achieve around 40% S/L/E resistance, it would easily outperform any of my defensive build /elecs.
Resistance sets would still be a nice thing. Maybe with the impending harder content, resistance sets wouldn't completely unbalance end-game. -
I...err...
*walks away*
Wait no! I got it!
We put the toggles in the APP/PPP pools. A player has to endure 41 levels of pain before they aren't squishy. Superb idea!
I know there is someone in this game masochistic enough to want this. -
That build may not be incredibly successful in PvP due to the changes in perception (you want stealth and maybe slot the +stealth proc in sprint to make room for a kismet. Also, if you don't know, expect your defenses to drop dramatically in PvP. I don't think it's terrible, but I do want to point out that there are ways (and I am NOT a PvP expert) to get more mileage out of your build for PvP.
Also, your AoE defense fighting the tower is around 40% as hide suppresses. I suppose this isn't too important since you'll be debuffing the pylon's to-hit.
Other things:
-Your heal could benefit from some recharge in there too. Not sure you'll have the heal up in time when you need it for soloing that pylon.
-I'd take out the 6-slotted health and get another BoTZ in combat jumping for your range def.
-Kuji-In Rin is perma with just 1 rech IO.
-Not sure I'd 6-slot Danger Sense - especially if you're doing it for the set bonuses. -
Quote:I think you mean Mercy Island.You sound like someone who isn't sick of Sharkhead Island. How can you not be sick of Sharkhead Island and spending five levels in there every God damn time you start a new character? Please, that could save me so many brain cells next time
I also hate that dump, but those levels fly by.
Quote:Honestly, what doesn't need more zones is blue-side, but I firmly believe red-side can use at least a couple of new zones. Particularly zones that aren't designed like a Lego town that's comprised of oversized, disproportionate single buildings crammed next to each other, and specifically particularly zones that aren't a run-down, crime-ridden, depressing, evil-oozing slum controlled by Skeletor's drunken mother-in-law. The place is smaller than it needs to be and it's too much Arachnos-themed. It's less City of Villains and more City of Arachnos. And Longbow. More space to distance myself from both and avoid god damn Sharkhead for a change would do the zone so much good.
Quote:As far as on topic goes, I'll join the others and agree that theme-specific zones would be very welcome as long as they were opened to everybody and available at some point before level 50. -
Ah, that makes sense then.
I was thinking from the viewpoint of a squishy trying to choose sets to increase survivability. Getting appreciable numbers on res/def on a blaster would be pretty tough, even with the APPs. I didn't even think about how easy it is to softcap a SR. Yeah, SR would eclipse granite then, if it doesn't already in some cases.
Well, that's a disappointment to my 3 /elec brutes. I wanted to be able to match powersurge using resistance sets.
Thanks for bringing that up both of you. -
Quote:Demonic Aura is on. Uncheck it from the accolades to fix it.For some reason, your build is coming up with huge amounts of defense--86% S/L def, which seems unlikely to say the least. Could you repost the link or data chunk?
Quote:The fifth slot in MoB is an odd choice--Weave has a higher end cost than MoB, and if anything, it's underslotted for end reduction, and MoB and Tough are very overslotted for end red. Drop the 5th slot and do the standard RA 4-slotting, Res, Res/End, Res/Rchg, Res/End/Rchg. I'd move that extra slot to to Weave to both increase end reduction and to fully slot it for defense.
Quote:HPT should be slotted for resistance as well as Heal, I'd drop the Res/End, add a slot, and put two common resist IOs in it. You could pull a slot from CJ for that purpose.
You gain 2.79% resistance to all slotting HPT with two resist IOs, which isn't very much. Applied to this build we will assume the first 3 slots are*:
Numina Unique
Numina Heal
Numina Heal/End
With two empty slots of either
1) Two resist IO's to gain 2.79% more resists to all
2) Miracle Unique + Miracle Heal to gain 17.5% recov and 40.8 HP (unique+set bonus)
3) Generic Heal IO + Generic Resist IO
Now, we calculate the maximum amount of Damage (not over-time, as +hp/regen skews results even further) both options will give. I'm turning off accolades as well for the moment (you can turn them on and get similar results, but I wanted this test based on the build)
1) 2200.12 HP, 52.4 S/L res, 8.4% E/N res
2) 2240.84 HP, 49.6 S/L res, 5.6% E/N res
3) 2241.798 HP, 51.1 S/L res, 7.1% E/N res
So, I'll multiply the HP by 1+(res) and so forth to get these numbers:
1) Max S/L dmg: 3352.98288, Max E/N dmg: 2384.93008
2) Max S/L dmg: 3352.29664, Max E/N dmg: 2366.32704
3) Max S/L dmg: 3387.356778, Max E/N dmg: 2400.965658
In this particular case, slotting for 1 resistance and capping HP does more than two resistance IOs. Slotting for HP and gaining 17.5% recovery sacrifices some survivability, but is more noticeable against lower resistance values.
However, as a rule of thumb, if one sacrifices hitting the ED cap for +HP on HPT for resistance, you lose survivability. I usually choose to gain more recovery in my slotting, so I sacrifice some survivability, but as you see, it isn't as much as you would think.
*Currently, there are more than 5 1.88% hp bonuses, so HPT could be redone in 6 slots of Numi Heal, Heal/cheapest, Miracle +recov, heal, 2 generic resists to get both more resists and hit the ED cap for HPT's +hp. Achieving the best numbers would use IO's to cap HP in 4 slots and use 2 slots for resists, at a cost of two unique IOs for regen/recov.
Onto the OP.
Quote:Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
There are little things you can think about, like reslotting gloom with 3 devastations to sacrifice 2.5% defense for +HP. Tough call, and both have advantages in game against certain enemies.
Rage is not quite perma w/o hasten and the FF proc. Obviously this means you'll be running hasten, or slotting another recharge in rage (which could be a generic recharge or two IOs from adjusted targetting for the minor 2% dmg bonus)
I'm assuming you'll also follow Finduilas' comment on MoB, so you have a free slot to consider what to do with. -
Quote:Well, thank you for the compliment.After reading Tonality's guide for SS/WP IO'ing and comparing it to mine I thought "Wow I'm terrible at this."
And have started from scratch.
Quote:So here is my new try for a Defense centered Brute
Any Suggestions?
Also I am planing on alot of Solo play with this toon. Is Defense the way to go or should i be looking at a recharge build instead? Or Regen/HP?
Charlie
-I really don't know how effective you'll find static discharge to be at end drain, given you have no other real tools available like power sink. I would probably either skip over this power, or use it for damage, even though the damage is quite lackluster compared to the others.
-Hasten is always nice to have. Getting footstomp to fire faster is wonderful. So, I'd drop static discharge, and move two slots over into wherever you want. I liked getting more HP by getting a 3rd LOTG bonus in two powers.
-You have a lot of accuracy in Elec Fences, and could probably use others in that set for more efficiency. Maybe drop the acc/end for an end/immob if you like that set.
-You won't use boxing that often to need the 5th frankenslot. I'd leave it at the set mule and be done with it.
-I'm not a big proponent on slotting for +res on High Pain Tolerance due to the base numbers being so low, while the +HP value is a lot more effective.* You do want to hit the ED cap first on HPT and then you can think about other things.
This last comment is the complicated one:
-You're over the limit for 1.88% HP by two, so you aren't getting any benefit from some. That means you have some options:
1) Drop the two Performance End/Accs for a generic End Mod in both for more recovery.
2) Drop the bonuses in HPT and RTTC. HPT will be 4 slotted with 2 miracles (+recovery&heal) and 2 numinas (heal&heal/thecheapest) for more regen.
3) Drop Gaussians and something else.
4) There's also the possibility of 4 slotting stamina with your two free slots from dropping static, 3 of those being efficacy and 1 being the perf proc for more HP/recov.
I personally like option 2.
*Shown below is how much damage your brute could take if you slotted an additional slot with either a heal or resist IO. The Heal IO is more effective outright, besides increasing your regen over time, widening the gap even further! I'm not strong at math, but this is pretty basic.
Slotting 1 additional resistance IO into HPT gives 1.43% more resistance to all (2190 on this build)
*Max S/L dmg with resists at 51.1% -> 3309
*Max E/N dmg resist with resists at 7.1%/8.9% -> 2345.49/2384.91
Slotting 1 heal additional IO into HPT gives +49 more HP (2240 on this build)
*Max S/L dmg resist at 49.7% -> 3353.28
*Max E/N dmg resist 5.6%/7.5% ->2365.44/2408 -
Excellent point. It just made it easier to show where the build was. Logically you only need defense when you're fighting something.
-
For leveling, sure, grab attacks. For a final build, you want gloom.
-
Quote:I suppose that in issue 2 you could choose alternate animations too? It sounds to me like you are asking for something that we have only recently seen in game.I'll state again that Katana recieved new animations because it shared the ugly BS/Axe/Mace animations in Issue 2
The ability to choose alternate animations, unless I'm mistaken, came out in issue 16. I don't know why SS and MA were the two sets chosen for alternate animations over others, but these were the two the devs chose to prioritize.
I also suspect that more of this is in the works. -
Aett, I just don't buy the stacking def/res argument that one could stack appreciable numbers of both resistance AND defense using IO sets - especially if the resistance sets were either completely new, or they simply combined the typed defenses and buffed the resistance numbers on the sets we do have.
The sets we rely on defense have absolutely no resistance component to them - kinetic combat, reactive, BoTZ and so forth. Obviously we couldn't change these to include resistance values, so we would need completely new sets.
To stack appreciable numbers of defense, a build has to focus on stacking defense, and the majority of the powers will contain defensive bonus sets. I just don't see players having enough room to slot for both. -
-
While throw tomato will be fun, I know someone will complain about it, just like they complain about snowballs. The potential for griefing and whining is the only real negative of it.
Given that the slap/smack combo for emotes is no longer chainable because of potential griefing (even though it was so fun) I'm not sure how likely this is.
Although I would LOVE if I could throw tomatoes on the forums too. There are some suggestions that outright are begging for it. -
I never understood the exact reasoning behind the drought of resistance bonuses in IOs. Given that 1% of defense is usually considered equal to 2% of resistance and that defense typed defense values are found in higher values (3.75% vs 2.5%), it doesn't make much sense. The only reason it remains this way is because 'the devs want it this way'. I don't like it, and I want balanced resistance sets so my resistance toons could add resistance rather than layer defense. Unfortunately, I don't think I'll ever see a time when typed resistances are properly paired and given reasonable values.
I guess the only reason defense values still exist is that defense debuffs can make quick work of defense, while resistance debuffs have to deal with resisistance. -
Origen was an unorthodox early Christian philosopher who believed in reincarnation leading towards eventual reconcilliation toward God. Somehow, I doubt any player wants an Origen-based end-game.
Origin is what something stems from.
Given the number of times replies have spelled the word correctly and yet you still haven't caught on, and even the outright point that it is spelled origin, I'm wondering if you read the replies.
I suppose you didn't specifically say that other AT's couldn't participate, but this type of endgame system would not encourage cross-origin participation. If you earn origin-specific rewards, then a natural player in a magic raid would earn a useless drop for that player, making them likely to not care to spend time in that zone. Origin-focused zones are a fun idea. Making end-game revolve around origin isn't.