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Well...
Mace/Elec will be a little more effective if you choose to use repeatable RWZ missions. Howver, you will still hate mentalists. At 3/8 or 4/8 electric armor still crumples.
Mace/Invuln will be great at any mission that mostly does S/L dmg, and will also be great on the ITF. My personal recommendation is that once your friend hits 35, that's what you should do daily.
Mace/Shield is the one you want. A boost in damage, soft-capped defenses, a nice extra AoE, and the flexibility of being able to fight just about anything. -
What Finduilas said.
I do like Aegis on my Mace/Stone to deal with the run speed issue, and finish out my Fire/Cold defense. However, on an invuln, where the majority of damage is S/L/E, those are the 3 types of damage I want to work on first, so I'll want to use a reactive over that. -
Arrgh, Hyperstrike. When you've come to expect a very detailed "no" from you and you do this, well, it really isn't good for the balance of the universe.
It is an interesting idea, and it would help redside on many things. -
Quote:I won't jump down your throat, but don't bite the hand that feeds you.Personally i don't think your build is any better except for the fact that you have 10 purples slotted and i dont really have anything over slotted and finduilas this isnt how i choose my powers but it is my exact build i did the mids after he got to 50. So for the love of god, please think before we act ok?
Now, onto your original build.
-I would strongly recommend you rethink your power selection order. If you ever do exemplar below level 25, you will miss your mez protection.
-Not sure why you didn't pick up the 4th IO for 3.75% defense in Punch.
-Slotting for resistance values (like using Kinetic Crash) isn't the best option. This is because the resistance set bonuses are just awful.
-Slotting End/Rech in rage will not help the rage crash. It saves you about 1 endurance total. I'd rather have more to-hit or recharge out of it.
-I'm guessing those slots in sprint are just extras you'll be reassigning later. The same with stamina.
-LOTG End/Rech is the one IO I wouldn't use in a defense toggle. If I 4 slotted with LOTG, I'd use 7.5, Def, Def/End, Def/End/Rech.
-Footstomp deserves 6 slots. You can keep eradication if you use the the quad, triple, dam/rech and acc/rech, or replace one of the doubles with the proc and use the oblit quad and triple. The numbers you'll get from that slotting will ensure you get as much from it as you can. Alternatively, consider Force Feedback: Chance for Recharge in footstomp.
-A lot of what I'd advise, like slotting stamina with performance shifter is already in Hyperstrike's build. You don't have to like those power selections, but do take note about IO sets and various things in that build.
-Oh, don't forget a steadfast 3% defense IO.
Hyperstrike's Build:
-Overall is trying to point you in a good direction. It still would benefit from some tweaking, but it is an excellent starting point (Hyperstrike has done the majority of the work for you)
-Offers 42% S/L defense without invincibility (with 1 mob in range you're past the softcap)
-Could probably benefit from more Nrg/Neg defense. One could use 3 thunderstrikes instead of the purples in laser-beam eyes, plus the devastation triple/quad for 12% regen, 2.5% more def, and 2% more recov.
-Footstomp looooves FF Chance for Rech. If you don't want to spend the money on purples, use 5 obliterations.
-Rage is already perma. If you wanted, 2 rectified recticle and 1 rech IO would still be perma with hasten, plus you get another 1.88% melee def.
-You actually get better regen numbers from a numina heal over a regenerative tissue unique in the third slot. (that's a lvl 30 numi, too)
My suggestions:
1) For hard-hitting melee attacks, consider 6 slotting using these IOs:
4 Kinetic Combats (excluding the proc), and Mako's Quad and Triple (Acc/Dam/End/Rech and Acc/End/Rech) for excellent modifiers. Or do something similar to what Hyperstrike did for more regen.
2) Picking up the fighting pool drastically increases survivability. -
Let me preface this by saying that I am not a tank expert. I just know IOs fairly well.
-Stone Fist & Heavy Mallet: Try the Mako triple and quad over crushing in these. It's a 3% loss to damage over the ED cap for better Acc/End/Rech.
-Try a Doctored Heal/Rech instead of that generic rech IO in energize. You lose 0.4 seconds, but gain more healing/regen.
-Try Efficacy's End Mod/End Redux instead of End Mod in Power Sink to take some edge off the initial power. I've detoggled at times because of power sink. It's annoying.
-You can get 3% more regen by switching those generic IOs in health with Numina Heal and Heal/??
-If the stun duration isn't as important to you, 4 slot Fault with Mocking and 2 slot it with either Hami Endoplasms, or maybe Rope-A-Dope Acc/Stun and Stun/End for regen and more S/L def. It's a tradeoff as to whether this is better than Razzle. Personally, 36.8% vs 38.1% S/L def isn't too big of a deal. -
I wound up slotting Accurate Heal and End Mod sets. The only reason I wanted the end mod was to be able to overcome the crash of a nuke. Currently, if I hit 7 foes, combined with stamina, I can overcome the crash of a nuke. This is more viable on my Rad/MM blapper softcapped to S/L.
I went with:
Efficacy: End/Acc/Rech, End/Rech, End/Acc
Touch of Nictus: Heal/Rech, Acc/End/Rech
Gives me bonuses of:
68% Acc
21% End Redux
73.78% End Mod
26.5% Heal
91.78% Rech
Set Bonuses of:
+1.12% HP
+1.5% Recovery
+1.87% HP
However, if I didn't care to be able to have a crashless nuke, I'd slot for healing. -
Do you think a AT with an Assault primary and a defense secondary would be desirable on teams? Personally, it does sound fun to play. But, will this AT be valued on SF's?
I started looking at some of the assault sets. I'm not wild about an Earth/?? set, but Thorny/Fire would be pretty sick. Energy Assault looks like fun.
Alright.
/Signed.
(For the hope of dual pistols assault) -
That's a very unusual mix of IO sets.
1) Do you know how much Gladiator Armor's 3% IO is going for? As far as I know, there aren't any for sale redside, and the only two for sale on the market forum are going for 3.8 billion infamy. If it is for sale redside, I would price one at 5 billion infamy. Then you have your other PvP sets. You're looking at an outrageously expensive build, that to be frank, for the investment, will not perform as it should.
2) You're using positional defense sets when you should be using typed sets. I listed the sets you might want to look at. Sets like Touch of Death and Red Fortune are very poor choices on a typed defense build.
3) Conserve Power should not be necessary. I don't even know what the devs were thinking when they slapped this power on a set with Energy Drain.
4) Energy Drain needs to be slotted better. It's serves as a modest heal and endurance replenisher.
5) You 6 slotted an auto power but only 2 slotted a toggle. In general, toggles provide double the base value, which means it's much wiser to slot a toggle.
Here's a retake on the build. I took most of the same powers, but used typed-defense sets. Let me know what you think. You will have to be patient getting those kinetic combats. One important thing to note is that taunt is important for teaming on an /EA, due to the stealth IO. It makes it harder to get the initial aggro, hence taunt. Plus, taunt offers some pretty nice IO sets.
Details: (priced at 1.5 billion inf on the current market)
-Energy Drain is slotted for End Mod and Healing. Think of the heal as a mild boost in regen, and not a heal. I believe the power is autohit, so I didn't emphasize accuracy. City of Data confirms this. It's also slotted this way for the extra regen.
-I picked up Aid Self. Energy Transfer is a great attack, but it eats through HP.
-I dropped overload. It's a great tier nine, but you're softcapped already, so you'll be fine without it.
-I'm still not happy with this build, but I've never been happy with any /EA build I've done. This has more to do with the fact that the Negative and Energy defense values are different, which means if I want to soft-cap negative, I have to do crazy things to the build.
-LOTG 7.5 is currently going for 150-200 million. The Kinetic Triple is going for 150-165 million. If you're patient, you might be able to get this built for a billion.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Energy Melee
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Energy Punch- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (7) Kinetic Combat - Damage/Endurance/Recharge
- (13) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (9) Luck of the Gambler - Defense/Endurance
- (11) Luck of the Gambler - Defense
- (15) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (7) Kinetic Combat - Damage/Endurance/Recharge
- (13) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (9) Luck of the Gambler - Defense/Endurance
- (11) Luck of the Gambler - Defense
- (15) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Empty
- (A) Endurance Reduction IO
- (A) Mocking Beratement - Taunt
- (31) Mocking Beratement - Taunt/Range
- (31) Mocking Beratement - Taunt/Recharge
- (31) Mocking Beratement - Taunt/Recharge/Range
- (37) Mocking Beratement - Accuracy/Recharge
- (37) Mocking Beratement - Recharge
- (A) Endurance Reduction IO
- (A) Numina's Convalescence - Heal
- (17) Numina's Convalescence - Heal/Endurance
- (17) Numina's Convalescence - +Regeneration/+Recovery
- (48) Regenerative Tissue - +Regeneration
- (48) Miracle - +Recovery
- (48) Miracle - Heal
- (A) Pounding Slugfest - Accuracy/Damage
- (19) Pounding Slugfest - Damage/Endurance
- (19) Pounding Slugfest - Damage/Recharge
- (25) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Endurance/Recharge
- (37) Mako's Bite - Chance of Damage(Lethal)
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (25) Performance Shifter - EndMod/Accuracy
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (23) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (29) Efficacy Adaptor - EndMod/Recharge
- (29) Efficacy Adaptor - EndMod
- (40) Numina's Convalescence - Heal/Endurance/Recharge
- (43) Numina's Convalescence - Heal/Recharge
- (46) Numina's Convalescence - Heal
- (A) Empty
- (A) Pounding Slugfest - Accuracy/Damage
- (33) Pounding Slugfest - Damage/Endurance
- (33) Pounding Slugfest - Damage/Recharge
- (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Endurance/Recharge
- (34) Mako's Bite - Chance of Damage(Lethal)
- (A) Reactive Armor - Resistance
- (36) Reactive Armor - Resistance/Endurance
- (36) Reactive Armor - Endurance
- (36) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Thunderstrike - Damage/Endurance/Recharge
- (42) Thunderstrike - Accuracy/Damage/Endurance
- (42) Thunderstrike - Accuracy/Damage/Recharge
- (42) Devastation - Accuracy/Damage/Endurance/Recharge
- (43) Devastation - Accuracy/Damage/Recharge
- (A) Positron's Blast - Chance of Damage(Energy)
- (45) Positron's Blast - Accuracy/Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Damage/Endurance
- (46) Positron's Blast - Accuracy/Damage
- (A) Healing IO
- (A) Numina's Convalescence - Heal
- (50) Numina's Convalescence - Heal/Endurance
- (50) Numina's Convalescence - Heal/Endurance/Recharge
- (50) Numina's Convalescence - Heal/Recharge
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 15.5% Defense(Smashing)
- 15.5% Defense(Lethal)
- 7.38% Defense(Fire)
- 7.38% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 11.1% Defense(Melee)
- 8.63% Defense(Ranged)
- 7.06% Defense(AoE)
- 1.8% Max End
- 51.3% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 6% Enhancement(Heal)
- 10% FlySpeed
- 314.8 HP (21%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.2%
- 13.5% (0.23 End/sec) Recovery
- 104% (6.51 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 10% RunSpeed
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Quote:If they do come out with such a pairing, I also don't necessarily see it being as valuable on teams. The higher damage of a blaster will always be better, providing the team offers mitigation, performing the same role.*You're not gonna' get anything which qualifies as "Blast" paired up with Armour, but if we ask nicely enough, we may be able to get an Assault/Armour AT at some point.
With that said, it would be a fun solo AT, and certainly it would be welcomed on teams. But, it wouldn't be the best at any specific role, and would probably be better suited redside, since the AT's there tend to be a little more independent.
*unless Castle goes bonkers and decides to give it blaster-level damage. -
That Spines/Fire actually manages to kill faster than my Elec/SD/Blaze scrapper. I only pulled in 718k/minute. But, my Elec/SD/Blaze is still missing 4 purple sets, which may up the DPS considerably.
I did a few runs to test some values:
2/8 no bosses: 701k/minute
4/8 bosses, 718k/minute
Haven't bothered to look into other difficulty levels. I might try 4/8 no bosses. -
Ctrl+I or Import/Export->Import From Forum Post
Yeah, it was right in front of you. -
Quote:I will give Trance credit with his SS/Invuln. That ...thing is more survivable than my DM/SD in some of Redside's most challenging content.Invulnerability has always been a soft spot for me. Nuff said 'cause I'm too lazy and tired to back up my thoughts. But, many peeps brought up g'points backing each set. Definately depends on the presented situation.
That brute really is impressive. -
-Heal set bonuses affect powers that heal, not your regen. The exception is /Pain's toggle, which works as a heal in PvE and regen in PvP.
-Actually, I'd drop thunderstrike, keep the BoTZ in, and grab detonation, and grab 1 slot from health. That 2.5% extra end is even better than the recovery you get from Thunderstrike. Plus, you get a bit more HP.
-I'd put 3 Numis (including unique) and 2 Miracles (including unique) in True Grit and 3 slot health with 3 Numis for more HP/regen, with that tissue +regen proc. I don't think gaining 7% more resistance to elemental dmg is that great compared to that. You can use a generic resist IO in True Grit or move it to Super Speed for a little more AoE def.
-Consider the Smashing Proc over Damage in Thunderstrike. It's a little lower damage, but if you get a lot of AoE out of Thunderstrike, it should pull ahead, rolling on everything in the AoE. Alternatively, spend the fortune getting armageddon slotted.
If you make these changes you get:
1) 6.25% more recharge
2) 0.03% more recovery
3) 14% more regen (28 vs. 30.2/sec)
4) 67 more HP
5) 3-6% less elemental resist, depending on where you put your extra slot
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You definitely want to check out that topic. It's an exercise in various IO build styles. If you spend some time and study each of those six builds I provided in that topic, I'm sure you'll be able to put the puzzle pieces together and come up with something you like.
The general advice I can offer:
-WP's regen rate is already incredible, so going the regen route isn't always the best. +HP adds a good cushion, but IMO, going recharge or defense really helps the character more.
-The most prevalent forms of damage in this game are Smashing/Lethal/Energy. Building up your defenses to these three types is far more effective than trying to focus on rounding out the power of Heightened Senses.
-It took me about 5 respecs to get my main, an elec/elec brute to the point in which I am happy with it. Builds take time and some in-game experience to really understand what you personally want from it. -
As a FYI, we use ELM for the abbreviation because Energy Melee is EM. The other option is Elec/SD.
Also, I tagged your topic. If you click that tag you'll be linked to various Elec/SD builds from Tankers, Scrappers, and Brutes. You should know that Tankers have higher base values, so using a tanker build on a brute won't get you softcapped. (you probably already knew this)
Onto your build:
--True Grit needs to reach the ED cap for +HP. This is far more useful than the resistance numbers you get from this power.
--Getting another slot in heal would also be helpful. Never underestimate regen.
--I can see cutting corners with AoE def and skipping the BoTZ KB IO.
--You don't quite have the range defense softcap, yet 1 more slot with that mako in Chain will fix it. Don't worry, chain's jump isn't bugged any more by procs.
--I'd pick up that 5% more recharge in darkest night. Actually, I'd personally drop darkest night and pick up dark obliteration for some more AoE dmg.
--Skip the end redux IO in active defense. That slot is more useful elsewhere. The same with combat jumping.
--How about a kismet 6% accuracy (to-hit actually) in Combat Jumping? Very, very useful for hitting higher-level stuff.
--If you use that mako, you can use a set of decimation in Gloom and get 6.25% rech without compromising your range def.
--A Recharge IO in rest is more handy, but you won't need it anyway. -
This is the best I could come up with on the fly. I suggest you study each one of these builds to determine exactly what fits your playstyle. I also strongly suggest that you modify and tweak these builds to your tastes, because by spending more time tweaking the build, you can get more performance from it. Below are six different builds of varying costs, from the very affordable to the outrageously expensive. They focus on one of three things: recharge, defense, or HP/Regen. They are meant to educate on the various conventions on slotting and what kind of sets you might want to look for. My personal taste leans toward a high-end defense build similar to what I posted. However, high-end recharge builds are incredible offense-driven powerhouses that are fun to watch and play.
1) The Cheapest: Frankenslotted HP/Regen/Nrg Defense (50-100 million inf)
--Helps boost your NRG defenses without breaking the bank using cheap sets.
--Absolutely affordable. Simply playing your character to level 50 should pay for this.
--Modest performance for a very, very low price
--An exercise in frankenslotting. Notice footstomp, hurl, knockout blow, and RTTC.
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2) High-End HP/Regen (3-5 billion, depending on PvP IOs, hamis, 7.5's, and purples)
--580% Regen without RTTC active
--2,754 HP with accolades
--An exercise in splitting unique sets to get bonuses. Check out Hurl and Gloom (this is not personally recommended)
--Use of Eradication for the huge HP bonus
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3) Low-End Recharge Build (350 million)
--Using the cheaper recharge recipes on the market, I was able to get 50% recharge, without any LOTG 7.5's. A few empty slots are left if you wish to add 7.5's and use merits to earn them doing Strike Forces.
--If the player wishes to use LOTG 7.5s, I recommend 5-slotting rage with adjusted targetting for 5% recharge, and gaining the 7.5 recharges in your defense toggles. Also, RTTC could be 5 slotted with doctored for another 5% recharge. Just remember the rule of 5's (no more than 5 of one level of bonus, so no more than five 5% recharges)
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5) Low-End Defense (250 million)
--Smashing Haymaker over Kinetic Combat saves quite a bit of coin. Another notable we've already encountered is pounding slugfest, which offers Nrg/Neg defense for 3 slots. I chose to add S/L defense instead.
--Mako's Bite's triple (acc/end/rech) offers a wonderful way to round out your melee set numbers.
--Taunt Set IO's are a very, very cheap way to add some defense.
--Rectified Recticle is moderately expensive (3-5 mil for the two)
--Reactive Armors still aren't too expensive. Great set.
--I skipped eradication because the quad and triple tend to get pricey. If you can afford those, I recommend it for the nrg defense and the HP.
--Thunderstrike is a useful set for NRG/Neg and Ranged defense both.
--Don't forget you can mule some powers, like brawl and boxing to help your numbers.
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6) High-End Defense Build (1.4 billion)
--Kinetic Combats are awesome!
--No purples, though you can choose to add them.
--LOTG 7.5's are pricey, but you could earn them with merits. It's a toss-up right now which is more pricey - the LOTG 7.5 or the Kinetic Triple.
--Notice the generic taunt IO RTTC. This helps RTTC since the taunt duration sucks.
--35% to S/L/E/Neg is pretty nice. It isn't the softcap, and you can use other sets (like enfeebled's immobilize) to up the defense if you want. I chose to still keep some offense and other things.
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-
I would rather coach you through a build process and perhaps provide examples than build you one outright, for these reasons:
1) I have no idea what your budget is for this brute. You can build one for 100 million or 10 billion.
2) There are several routes to go with a SS/WP. They include:
---Mid-Range recharge (moderate in cost, recharge focused build, secondary focus on HP)
---High-Range recharge (similar to mid-range, but with purples and unique PvP IOs)
---Regen/HP Build: usually an amalgam of frankenslotting and +HP/Regen bonuses. Cheaper
---Typed Defense Build: With Kinetic Combats at an all-time high, this is not a cheap route to go. You'll be spending around 600-750 million on 4-5 kinetic combat sets alone.
Edit: I just finished doing a similar reply, so here's the link to the other topic: SS/WP IO Set Guide -
There is no definitive IO guide for SS/WP. You have 3 options
1) Recharge heavy offensive powerhouse
2) Regen and HP oriented tank for dealing with Nemesis and other things that bypass defense
3) Typed Defense build
So before anyone links you a build, it would help us tremendously to know these two things:
1) Maximum budget - how much are you willing to spend (and believe me, you could say 10 billion and I could do a build for that)
2) Which of those three type would you like? Once those in this forums have a better idea, we'll be better able to help you. -
Quote:My spines/dark scrapper may not have logged out after dropping the first mission and waited three days to drop the next one only to have a Vet three days later when I get ready to drop it help me find it.This one drove me nuts for almost a week before I ended up on a team where the leader showed us the entrance to the underground cave network.
When you come out on the other side of the dam, the entrance to the excavations is just to your right. The Arachnos dudes are basically standing on top of it. There is a wide tunnel leading down.
(One of the guys on the team told us he only discovered it because he used his mission teleporter to get to the door.) I had completely forgotten that I HAD a MT!! 5 days of circling that stupid Freakshow infested warehouse thinking I was an idiot. I abandoned the first mission only to discover that it pointed into the ground again.
Once I saw the tunnel, wow, was that cool. -
While it sounds interesting, I can't see myself retiring a character and having to pay 5.99 to bring it back. I'd level it all over again.
I also would like to mention as a temporary option, you could transfer some characters to a different server, since it's currently free to do this. Pick a server you don't play on, and make that your 'trophy server'. Now you've isolated those characters away from the rest of your account, and they can sit there in virtual retirement. -
Somehow your datalink is not working. I can't click on it. I think this has been a problem lately, though I don't know what the cause is. Try exporting it again, using PhPBB code and fruit salad as your color scheme. That's the one I use, and so far I've been ok.
Since I can't open it, I'll go with what I see.
1) I'm not sure what's up with the two Triage IOs in health. Iirc, they gave runspeed for a set of two, right? Not so great. I'd either grab another numina and add some +HP or maybe just go with a generic IO or a miracle +end.
2) High Pain tolerance does not appear to reach the ED cap for health. You want this at the ED cap so you have more hitpoints. Get rid of that resistance IO and throw in another heal IO (probably a numina)
3) Fast Healing isn't at the ED cap either. You want to take advantage of the innate powers before you add the nicer things.
4) RTTC could probably be tweaked within those two sets to get similar heal modifiers and better end-redux.
5) Rage's slotting is a bit odd. Looks like you went for the +dmg and +HP of those two sets. Not quite sure what I think of it yet. (no real advice other than a 'hmm, interesting')
6) Kinetic combat is a great set. That said, it's a bit scarce on the market, especially the triple. There aren't actually any triples on the market right now, so be patient if you want the set. The last one went for 165 mil (that was me).
7) I'm not sure the FF proc is worth it for KoB. It's great in footstomp, but since Knockout is only a single-target, it won't fire as much.
Well, that's about all I could tell from glancing at it without being able to see it in mids. -
For me, it depends. On my best characters, it's not uncommon for me to run 4/8, bosses and AVs solo. But if there's a particular story-arc I really dislike (cough, patrons), I'll set it for -1/1 just to get through it quickly. But, I find that my favorite thus far solo has been 2/8, bosses, no AV. It still feels challenging, but I don't feel slow. Best of all, I really do feel super-powered because my enemy needed to dispatch quite a few people to try to deal with me.
I enjoy seeing just how tough my characters can be. I would be delighted if somehow I could set it to 4/16, just to see if I could do it. Certainly, a lot of my characters couldn't, but I can think of a handful that would love to give that a shot. I'd also love to run across a -4/24 difficulty setting just for the LOLs.
That's right, negative four, twenty-four. -
It would help if you posted your build so we could take a look at what you're doing.
As for running an EM/EA brute, here's the general advice I would give someone to make that particular set perform better:
Your first priority is to get your typed defense to respecable levels.
1) Smashing/Lethal
---Kinetic Combats (4 slots for 3.75%)
---Mocking Beratement (4 slots for 2.5%)
---Perfect Zinger (6 slots for 3.13%)
---Reactive Armor (4 slots for 1.88%)
2) Nrg/Negative
---Thunderstrike (3 slots for 2.5%)
---Eradication (4 slots for 3.75%)
---Reactive Armor (3 slots for 1.88%)
3) Fire/Cold
---Mocking Beratement (5 slots for 3.13%)
---Aegis (3 slots for 3.13%)
Along with general methods of upping your defense using:
1) Tough and Weave
2) Steadfast Protection, 3% defense to all
The magic number is 45% defense to those types. What makes it harder is that the negative and energy defenses on an EA for some stupid reason (thematic, but stupid) are not equal, meaning you can softcap NRG defenses and still have NEG below the cap. However, S/L/E are the 3 major types to cap. If you can get those capped, in general, you will notice a substantial increase in defense. -
Rad is a new set to blasters, so many people won't feel comfortable commenting on it.
As for improvememt:
1) Tough is woefully unslotted. Temp Invuln could use some love.
2) Just because you can get 3.75% range defense by 6 slotting health with numina doesn't mean you should. Get BoTZ in combat jumping if you're going that route. The same in recall friend. Actually, getting range defense on a build with so many PBAoE's is a bit odd (DP, PSW, Irradiate, Atomic Blast)
3) I'm not sure why you put a rech/end IO in Atomic Blast. Namely, the END part.
4) Force Mastery would not be my choice.
5) If you slot some end mod into DP, you can actually use Atomic Blast and survive the end crash easily. -
Quote:Odd, I didn't find anything troll worthy here.
another troll
I also noticed someone must not like my 'ebil' pun by leaving the comment ".". I do think some people want to be ebil, but they think it's too much effort and that the game should adapt to them, meaning that with minimal effort, they should be able to have the nicest things in the game. That sense of entitlement does not sit well with me.
Considering that right now I'm not equipped to buy anything I want blueside (my inf is redside), I'm having to put some effort into finishing several builds right now. I put forth a little bit of effort (nothing extreme), and I find I can get the things I need. In a week, I bought 5 crafted LOTG 7.5's at the BUY IT NAO price, just because I could. I could have saved about 75 million, had I wanted.
Given that I didn't care about 75 million, I'd say inf really isn't hard to come by.