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Quote:In many ways, our IO system is a time-sink for level 50's, so we have something to strive for once we finish leveling. The drop rates for certain recipes, such as the ultra-rare purple was intended to drop about once in a month of consistent casual gameplay.i agree that some recipes need to cost more than common recipes but not everything. wondering if devs are working on a way to put in a market limit or at least lower to a point where you dont spend whole month farming influence to buy a io
These and other similar rare recipes are not intended to be commonly available. There are, however, commonly available recipes that the devs have created for those that do not wish to invest the time and effort into acquiring the more rare recipes.
For example, cleaving blow is a very common recipe to get. This recipe costs more to craft than it does to purchase, especially considering for some ridiculous reason, it requires rare salvage. There are affordable recipes available for nearly every power that are marginally more expensive than SOs.
With all of that said, I am concerned with market inflation. Since I started playing the game, purples have quadrupled in value. There are a lot of factors behind this, but a big factor is inflation. It is very easy to earn inf, and the market fees are not an adequate inf sink too offset the generation of inf. The problem is not that players are poor, but that too many players are 'rich', and therefore, these rich players are also poor, leaving only those capable of purchasing on the multi-billion inf level rich.
Supply affects price significantly. There is a certain range of recipes I used to farm extensively for. Due to many players discovering this niche, the profit that I expect to make off of these recipes has dropped by 50%, simply due to a drastic increase in supply. These same recipes redside now have very few on sale. These recipes blueside may sell for 2 million at best. Redside, they are going for 12 mil or more, simply because there aren't any for sale.
Consider this:
There is more influence than infamy, therefore influence is an inflated value, and should naturally have higher prices than redside. However, severe shortages in certain redside recipes that are essential for certain builds have driven up the price by a factor of five, in an economy that is not as inflated as blueside. Supply makes a huge difference. (I imagine several marketeers just perked up at this news) -
Quote:Brain bleach please.So would making an avatar with a copy Dominatrix's costume and the name "Granddaddy's Girl" be a more subtle way of letting people know what sort of RP you were interested in?
edit: Might I suggest the super-adventure club since we're going down that route? -
Quote:I've tried the conga-line of doom with 4 accounts. It makes my brain hurt trying to figure out the timers (you can't kill someone back that kills you and get rep)Macskull: I was thinking of lining up a reasonable supply of targets (say 5 or 10 on a side) such that you were only limited by your ability to inflict damage, not by number of targets. Calling this PVP is, obviously, a polite fiction.
The best option is probably actually pay 20 people to sit there and bring a tray of rezzes and you reap the drops. -
Quote:There's a market channel?!Funny you mention that- because Smurphy linked that article in theMarket channel last night talking about how people kept stealing all his good ideas
I submit a formal request to join said channel, citing my qualifications but lamenting my lack of tea.
Unfortunately 374 billion in CoH does not appear to be equivalent to $14,000 USD given our hyper inflation. -
I don't find it difficult to make inf. My characters usually repay their investment back in full with normal gameplay and casual marketeering. Today, I probably made around 300 million without any serious effort while I hopped around playing various characters on different servers.
I just don't understand why some people pale at the thought of having an IO in every slot. It doesn't have to be expensive to do that. -
Quote:You can design an IO build for a brute that is affordable and easily can pay for itself in a few weeks' worth of casual play. The key is knowing what you can get for cheap and what you can't.I`m not really going to slot out all that, it was more just an exercise on how absolutely ridiculous you could slot out the build.
Also, if you find recipes in the level 44-49 range instead of that nice 50, you can save a ton because people pay extra just to have a lvl 50 recipe, when it's a microscopic difference in performance.
Also, look for uncommon recipes (yellow), not rare recipe sets (orange). The big reason is that often rare recipe sets require rare salvage, which costs several additional million.
For about as much as it would cost to make sure you have lvl 50++ SOs in all your powers, you can find recipes and drastically increase your performance.
I've spent hours helping SG mates from time to time IO out a fresh 50 on the cheap (100 mil or less). It is doable, but it takes about 3 hours to do the research and patient buying. Oh, and you place your bids overnight to save more inf. -
Quote:Both /Fire and /Elec also round out Dark's lack of AoE with a dmg aura. Never underestimate how much damage that can do over time. Also, do not forget the patron pools. I find dark is much more suited to deal with its lack of AoE potential than NRG. Some of that has to do with soul drain and dark consumption. I also don't see how dark needs any more thought than NRG melee. If anything, NRG requires a lot of thought into dealing with self-damage.
Yeah, but that's Shield Defense. It turns single-target sets into AoE sets and AoE sets into distilled carnage. Dark Melee is inherently more 'tactical' because it has more tools to use, less direct damage, and takes more thought to get the most out of it. It's damned good after you put the thought in, but you have to put the thought in.
Quote:Lightning Rod is half the reason the set excels at AoE. Being able to drop int oa spawn and kill every minion anywhere nearby is more useful than it should be. It still isn't all that good at mitigation, because it's mostly sleep. Fair enough, too, otherwise it'd be too good.
Quote:Energy Melee is not unplayable is mostly my point. It still does good ST damage, and has good ST mitigation. It's not the automatic best at everything ever powerset for Brutes any more, but that doesn't mean it's an automatic reroll sentence.
Quote:[on end drain] Really? My experience with endurance drain has been that it doesn't work all that well. Minions attack rarely, and bosses or higher regain endurance so fast there's not much difference.
Lt's and Minions are done in the first powersink. The second finishes off the bosses. If you're running 2/8 spawns (or managing to herd up to saturation), you'll find that you'll get at least 3 firings of powersink before you're done, providing you've slotted it moderately.
Quote:Yeah, but IO sets make everything okay depending on what you're willing to put in. Assuming that everyone playing the game is willing to spend hours working for infamy to buy ridiculously expensive enhancements leads to people with builds they can't afford. I've got a fistful of characters high enough to IO out, and only one of them actually is. He only got that because I got damned lucky on mission and found two Hecatomb drops.
Quote:It irks me that you can afford to fully IO out a toon, even at the stupendous prices of the good sets, with what some people are willing to pay for one single recipe. Do peopel really enjoy farming that much?
-Elec/Elec Brute
-SS/Elec Brute
-Mace/SD Brute
-Rad/Kin Corr
-Nin/Nin Stalker
-Crab Spider
-Elec/SD/Blaze Scrapper
-Fire/Nrg Blaster
In spite of all that, here are my 6 bids for 6 lvl 53 obliteration sets at one billion each. Inf is ridiculously easy to come by.
For example, I just purchased an absolute amazement triple for 65 mil inf blueside. I login today to put in bids to finish the set, and I see players spending 150 mil on that same IO. Traditionally, I would immediately list that IO to ensure it sells for a profit (though not listed at 150 mil), and then sell the IO I just needed to finish my toon. I'd then purchase another one for 65 mil, and be a good bit richer.
The point is, if you are patient and plan ahead, you don't have to spend a lot of inf, and can potentially make inf back while you're working your character up to 50 without investing a lot of time. It's because there are a lot of impatient people in the world that have to have that IO right now, and I'm willing to give players that IO right now, if you are willing to pay extra.
Today, in two hours of gameplay, I made about 200 million inf from drops and aggressive marketeering. If you want to make inf, head to the market forums and start reading. It takes more time to learn techniques than it does to actually do it. Even the rather simple rule of thumb of buy 2 of everything. Slot one and craft one will often pay for your build.
Many of my builds pay for themselves. I've invested about 600 million into my elec/sd/blaze scrapper. I've gotten a few useful drops on the way to 50 and slotted those in. Then I've sold about 1 billion inf in profit back, having a blast along the way. My elec/elec/mu brute probably cost about 200 mil back in the day. Since then I know I've made ten times that playing that toon.
If you refuse to market or farm, just play your characters when they hit 50. Buy and list intelligently, and you'll be surprised how much inf you can make. -
Quote:As far as I know, this is still the case. I wanted those for my thugs MM for proc damage, and had to burn some merits off my SF toons. My fire/nrg hoverblaster uses the set to hit the range softcap (as a LOL it's slotted in bonfire and power thrust)If I remember, there's a bug with various "cap at 20" recipes where they aren't dropping from 16 or 17 to 20. It may have been fixed when I wasn't looking, though.
So, in theory, you're relatively safe bidding on certain levels (probably safer bidding a recipe over a crafted as a marketeer might spot the ruse), but I wouldn't risk it, because there is absolutely no way to acquire a lvl 53 recipe.
edit: Thanks for the explanation as to why, Fulmens. I just knew they weren't dropping, but didn't know exactly why. -
Quote:It took a while for players to realize they could still min/max missions to suit their powersets. If you have a minion/lt/boss in your group, you can get full-rewards, just like a normal mission. The difference being, you can build an enemy around your powerset. Others have done research on maximizing the profit of tickets, and tickets can potentially be the most profitable thing a 50 can do.Just noticed that people are farming the AE like the I16 nerf never happened (but I only noticed this on Freedom). What changed lately?
It feel like May again, Atlas Park is full of "lvl 50 stone tank LF AE" etc
It also has to do with set balance. In most cases, the damage done by powers is what the player has to choose from. The difference is, that standard custom mobs often do not have key powers that bring 'balance' to sets. One example is Super Strength. As rage is not standard on mobs, Super Strength does sub-par damage, as if the attacks in SS dealt equal damage to other sets, SS would be incredibly overpowered to a player. The end result is an enemy that deals about 20% less damage, and using a commonly resisted type.
What it means is that players are able to min/max AE. It isn't the exploiting you saw with hamibubbles or meow, but in a creative system, creative players can find little ways to get as much bang for their buck.
Whether the current issue warrants dev intervention is up to the devs. While I don't want to see AE become what it was earlier (the common choice of playing), I also don't want it to be a complete ghost town, becoming a complete waste of two issues' worth of development time. -
I don't think Explosive Strike, Chance for Smashing Damage is included in the drop tables. I've had to use merits to acquire this particular IO.
However, since you can get them with merits, don't bid on it! So yeah, use those lvl 53 IOs. If we get lvl 53 recipes, we'll have to aggressively clear out base salvage or some old hami-os and hope someone isn't keeping them in their base for this very occasion. -
Quote:When you suggest this many things, discussion is almost impossible. I picked a few to discuss.I know the Devs are currently busy as hell with Rogue, but maybe they have a few minutes to peruse the Forums now and then. I don’t know if these ideas have been suggested before, I’ll assume some of them have. So with that in mind, here are a few thoughts, observations and suggestions from a veteran of almost 5 years. In completely random order:
Quote:2.) Jacobs Ladder animation is too slow.
Quote:5.) Do away with Falling damage, I didn’t realize how much more powerful my characters felt until I dropped 300’ down over the edge in the ski zone to a mission door and took no damage.
Quote:7.) Do away with Trains as a means of inter-zone transportation, in a superhero game this is just … well I can’t even begin to say. Train stations could be converted to Tele-portal stations, like a scaled down mini version of Portal Corp only no clicking on it, pick a portal by the sign over the portal off you go, you’d just walk into it. If you have a mission selected in your Nav, any portal would automatically take you to that mission’s zone.
If it bothers you enough, make a dayjob costume, and RP you're traveling on a train when you get called to another place or something.
Quote:13.) Archery Set, animations are too slow, range at 80’ is ridiculous, speed up the animations, increase the range to 100’ and give the snipe some damage, it’s remarkably weak compared to other snipes.
Quote:20.) Now this one might be controversial but, character’s power should scale with age, I know it kinda does, but what I mean is, a level 50 scrapper that’s got 4 years of crime fighting under his belt should be more powerful that a relative nOOb who’s only been a Hero of the City for 1 year. I don’t know numbers, but say a 1 or 2% increase per month after the 1st year of becoming level 50 would be the best “Veteran Power” benefit I can think of, these percentages could go into a bank that you redistribute to specific attributes of YOUR choosing, ie: Hit Points, Defense, Resist, Mez Protection, To Hit, Recharge, Endurance, you get the idea.
edit: I picked too many. Removed some.
edit 2: "If I Sat at Posi's Desk" ...I'd want a more comfortable chair and a bigger desk. -
Quote:Query: Rocket concealed: Pocketand optimism is what gets Rikti killed...
Seriously why do they keep teleporting in against overwhelming super powered odds?
One day they believe they will succeed, I can just picture the Rikti commander being a Zapp Brannigan type person who just keeps throwing men at the problem until he/she (Rikti military commanders can be female) thinks they'll win through sheer attrition.
Errggh...horrible thought female Rikti commander wanting to 'pull a Kirk' and try to seduce herself some earth-prime males.
Mind you give me enough alcohol and I'd probably say yes to it in the end (just hope I wouldn't remember it...).
Rikti in a lacy lingerie giving you come hither stares...you've thought it..you can't unthink it!
Alternative: Self is visually located -
Quote:A SS/WP cannot solo any 4/8 mission.A SS/WP brute can solo any +4 x8 mission you throw at them, this statement is 100% falce.
The Snake Temple
Now if you decide to try it, don't just grab a few snakes from the back room, make sure you have at least the aggro cap on you. It's what I do on my DM/SD when I'm in the mood for a serious challenge. That DM/SD needs orange inspies and demonic to survive, and an IO'd DM/SD is far more sturdy than a SS/WP. A SS/SD might fare a little better than my DM/SD, simply as the snakes are vulnerable to KD.
But a WP is going to get hit by large amounts of AoE toxic DoT attacks, which will quickly nullify your regen. At +4, you'll last long enough to pop demonic, and empty your inspiration tray, so about 4 minutes in the back room. Maybe a few more if you're good. -
Quote:Just a few comments that need clarification on your extensive post.Other people can talk relative potency much better than me, so I won't. Any set and set combo can work solo in this game, so don't worry about it.
Quote:Super Strength is a very solid set. It feels huge, until it stops, and it stops a lot. If not hitting things constantly irks you, don't play SS. If you like feeling like a destructive force, it's great. It's also a stronger set if that matters.
Quote:Dark is a more 'tactical' Brute set. It isn't as outright damaging as most, but it has a lot of useful tricks in it, like craploads of -ToHit, a heal, +end, and a really really nice +dmg +ToHit. If you've got an active secondary it'll be hard to manage both, but it's a great match for a passive set.
As for kill-speed, because DM has such a high damage output, it can kill surprisingly fast compared to some AoE sets - especially if you pair it with shield.
Quote:Electric Melee is a great AoE set, but pretty light on active damage protection compared to anything else. Low-power sleeps are dodgy. If you pair it with a good damage secondary, it's a powerhouse. Single target suffers.
Quote:Energy is good. Those who say it sucks outright are pretty much wrong. It's not as strong as it was, but it used to be preposterously good. It's very single-target, and good against fewer foes, because of stacking stuns. It's not much good at all for AoE.
Quote:Fiery Melee is damage, damage, and more damage. It's fantastic at AoE and pretty good at single target. It destroys the end bar, so you need a good recovery secondary for it. You also need a survivable secondary because it has no damage mitigation except for killing the enemy first. It feels really good to play at the later levels, and a bit slow early on.
Quote:Electric armour is a very passive set, and damned tough in resistance. It's great for endurance, with a cost reduction AND an energy drainer. It's pretty passive, so even better for active sets. Your knockback protection is tricky, though. Recently a small heal was added to it, saving the need for Aid Self. It's also got a good damage aura, making it a natural choice for end-heavy primaries. I can't give much advice on how to combo it, though I suspect Fiery or Electric would be good choices, or anythign that stands to gain from the recharge boost. Be careful with the Tier 9, it's potentially worse than not using it.
Sets with knockdown or dark melee work best with electric, due to added mitigation. Fire Melee has no knockdown and works better on secondaries that are more-self sustaining. However, since elec now has energize, fire melee would be a little more tolerable on it.
[QUOTE]Fiery Aura is very active and very, very angry. It's a resist set that's not that tough and has mez holes in it, but it has one of the best heals in the game really early. You mostly want it for the damage aura, end-drainer power, and the fat damage boost it has, which works twice as well for Fire damage. It also has a Tier 9 resurrect ,which is a letdown. Go Fire, or maybe Elec, and make a damage-dealing king. Dark is the way if you want to make it a bit more survivable.[QUOTE]
Minor nitpick - it's a recovery power, not an end drain, as consume deals damage instead. SS/Fire was the old standby for the TV nemesis farm, and is still incredibly effective at what it does.
Quote:Stone Armour is preposterously tough. You can have vast resistances AND defense AND a huge HP boost al at once. The problem is it's a damned slow thing. You're almost immobile unless you take teleport and use it to move in combat. You're also very end-heavy and a late starter. It's very awkward to play unless you build it just right, so you really need to seek advice from the veteran Stoners. Also, it's end-heavy, so as tempting as it is to combine with Stone Melee, only do it if you don't mind needing a full tray of blues for the rest of your life. It's the Tanker's Brute. -
A couple quick questions:
-Have you priced the PvP sets yet? Are you sure you want to invest that much in your build?
-Is this for PvE or PvP? If it's for PvP, then I have a completely different set of comments.
Comments:
-You went nuts on regen bonuses, but completely forgot to effectively slot your regen powers, and your +HP in High Pain Tolerance!
-There's rule of 5 (only 5 of one bonus type). That means you can only have 5 10% regen bonuses and 5 +1.13% HP. You have 8 of each. :P
-You'll be happier 4 slotting stamina and quick recovery with performance shifter since you're way over that HP and regen bonus you're using.
-Footstomp benefits greatly from +recharge, and that's the lowest modifier you have there.
-You don't need that much accuracy. You have rage. You could have around a 42% accuracy bonus slotted in each power and be just as accurate in the game (excluding encounters with +4's with defense powers or PvP)
-For a 4 billion inf build, you could have much better results using purples and skipping the PvP IOs -
Vitality, I'm not sure 4 purple sets and several LOTGs is within the OP's budget. I'm also not big on heavily slotting rage, even for a gaussians, due to frequent rage crashes actually slowing you down significantly if you don't have vet attacks.
OP,
In a lot of cases, 6 slotting sets isn't always a good option, as the 6th set bonus isn't always great (it sometimes is). In this case, positron's tox resists isn't really that big of a deal, and you'll benefit more from a generic recharge IO over the posi dmg/range IO.
Once you get your powers well-slotted, slotting for regen really isn't important. What is important is layering on additional mitigation to avoid getting hit. Whether that's more recharge so you can fire footstomp more often or adding some defense is up to you.
Also, vitality's 4-slotting of Quick Recovery and Endurance with performance shifted is almost considered a standard now for brutes.
Now, a few sets out there that are options for you to round out your S/L/E def (focus on those over the fire/cold)
-Thunderstrike (ranged) 3 slotted gives 2.5% nrg/neg def
-Kinetic Combat (single target) 4 slotted gives 3.75 S/L def
-Mocking Beratement (taunt) has 2.5% S/L in 4 slots, 3.13 F/C in 5, and 7.5% rech in 6
-Or, Perfect Zinger (taunt) has 3.13 S/L in 6 slots
-Rectified Reticule (to-hit) has 1.88% S/L def in 2 slots, add in a rech IO and you should have perma rage.
-Reactive Armor (resist) has 1.88 Nrg/Neg in 3 and 1.88 S/L in 4
-Steadfast Res/Def 3% Unique IO has 3% defense to all in 1 slot. (there's a PvP one but you probably aren't looking to spend upwards of 3 billion on it on a real black market)
-Aegis has 3.13% F/C def in 3 slots
-Gaussians has 2.5% positional and 1.25 typed to all in 6.
-Obliteration has 1.88% S/L in 6 -
I'm wanting to try a slightly different approach to blasting - blapping. The problem is that I can't decide between Rad/Fire and Rad/MM. I'm wanting a blapper that isn't easy to kill and is a 'blast' (pardon the pun) to solo at x/8.
From the visual aspect, I would think Rad/Fire would look cooler than Rad/MM. From the min/max aspect, Rad/MM has a couple extra tools for survivability.
I've completed two builds now. I suppose I could level them both up and IO them out, but I'd certainly like some feedback before I start throwing inf and time at these. As you'll see, it looks like I've thought it through, but I'm still torn between these two builds.
I also welcome any build advice.
Rad/Fire Pros:
-More PBAoE potential with Combustion, FSC, Irradiate, and Consume
-Hotfeet
-Fire looks cool
Rad/Fire Cons:
-Hibernate the only source of healing
-Hotfeet is an endurance hog and consume only pops up every 80 seconds
Rad/MM Pros:
-Drain Psyche can negate the penalty of Atomic Blast
-Better survivability through Drain Psyche
-Better able to achieve higher amounts of global recharge
Rad/MM Cons:
-Having cones and PBAoE means I need to be more mobile
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Neutrino Bolt -- Acc-I(A)
Level 1: Subdual -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/EndRdx(15), Enf'dOp-EndRdx/Immob(37), Enf'dOp-Acc/Rchg(37)
Level 2: Irradiate -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(3), Erad-%Dam(3), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-Acc/Dmg/Rchg(5), Sciroc-Dmg/Rchg(7)
Level 4: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17), Mrcl-Heal(17)
Level 18: Cosmic Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(46)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(34)
Level 22: Drain Psyche -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc(23), Nictus-Heal/HP/Regen/Rchg(25), Nictus-Acc/EndRdx/Rchg(27)
Level 24: Concentration -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25), RechRdx-I(40), RechRdx-I(50)
Level 26: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(27), RechRdx-I(43), RechRdx-I(50)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(29), RctvArm-EndRdx(29), RctvArm-ResDam/EndRdx/Rchg(43), S'fstPrt-ResDam/Def+(50)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Atomic Blast -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Rchg(34), Oblit-Dmg(34)
Level 35: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
Level 38: Psychic Shockwave -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-%Dam(39), Sciroc-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Flash Freeze -- LgcRps-Acc/Sleep/Rchg(A), LgcRps-Acc/Rchg(42), LgcRps-Acc/EndRdx(42), LgcRps-EndRdx/Sleep(42)
Level 44: Electron Haze -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Hibernate -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
------------
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Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Neutrino Bolt -- Empty(A)
Level 1: Ring of Fire -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Immob(37), Enf'dOp-Acc/Rchg(37), Enf'dOp-EndRdx/Immob(37)
Level 2: Irradiate -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(3), Erad-%Dam(3), Sciroc-Dmg/EndRdx(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(36)
Level 4: Combustion -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(5), Erad-%Dam(5), Sciroc-Dmg/EndRdx(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(36)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(11), Erad-%Dam(11), Sciroc-Dmg/EndRdx(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-Acc/Dmg/Rchg(36)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17), Mrcl-Heal(17)
Level 18: Cosmic Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(25)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(43)
Level 22: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(23), RechRdx-I(27), RechRdx-I(48)
Level 24: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25), RechRdx-I(27), RechRdx-I(48)
Level 26: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 28: Consume -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(29), Oblit-%Dam(29), Oblit-Dmg/Rchg(34), Oblit-Acc/Rchg(34), Oblit-Dmg(40)
Level 30: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(34)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
Level 35: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 38: Hot Feet -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(39), TmpRdns-Dmg/Slow(39), TmpRdns-Acc/Dmg/Slow(39), HO:Micro(40), P'ngTtl-Acc/EndRdx(40)
Level 41: Flash Freeze -- LgcRps-Acc/Sleep/Rchg(A), LgcRps-Acc/Rchg(42), LgcRps-Acc/EndRdx(42), LgcRps-EndRdx/Sleep(42)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Burn -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(50), Erad-Acc/Dmg/Rchg(50), M'Strk-Dmg/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
------------ -
Air Sup: Mako has the exact same bonuses as ToD, why are you paying extra for the same bonus? I don't even think this power is really necessary on the build when you have that many attacks.
KoB/Jab: Why 6 slot with crushing? 5 is enough, then either proc it up or use those slots elsewhere. That extra psi resist isn't that important.
RTTC: Going for the 6% enhanced heal bonus isn't important, because that affects healing, not regen. You can slot it better for end redux.
MoB: 4 Slotted Titanium - you could swap the res/rech with Aegis' res/end, and get a little more endurance efficiency, and only lose the stun resist bonus.
Heightened Senses: I don't understand why you picked Red Fortune here, and even then, stopped just short of the 5% bonus.
Healing: Is underslotted.
Tough: Given that you have both quick recovery, stamina, and the unique IOs, I think you'd benefit more from either +HP with titanium or fire/cold def from aegis, or nrg def from reactive. -
Well, I don't see a thing to suggest.
You could lower your end cost by slotting in the endredux parts of reactive, but you lose some resists - that's personal taste.
I do find that after a point, slotting for regen on a regen-heavy set really doesn't do anything. What you want is to stack defense or add recharge so that footstomp knocks things down faster, so the 8% regen you get in boxing isn't that big of a deal.
You could possibly switch to perfect zinger for some more S/L def, but lose the bonuses for fire/cold def and some recharge.
I think it will come down to personal taste now, unless someone spots something I missed. -
So the Rikti somehow have managed to cause mention of two of my favorite games? Total Annihilation and Morrowind?
N'Wah, I'll send my Krogoth after you! If that doesn't work, I'm logging in my DM/Elec brute, you little S'wit.
Edit: I just realized N'wah and S'wit are riktified profane words. I'm scared. -
Quote:You'll want a different approach to building Elec compared with other builds. With other builds, you have to worry a lot more about endurance. With elec, you only need worry about staying alive.Well, I put together a quick build for a SS/ELA with the advice you gave me earlier in the thread, Tonality.
Quote:I'm just wonder how ELA manages to survive as well as Fire without a very quick recharging heal. 30 seconds is a far cry from 12. Even though an extra 200% regen and a massive endurance discount is pretty nice trade.
Quote:I do, however, like the growth potential of ELA. But, I will probably do SS/Fire and build that up as a farmer doing the lib farm for purple drops and then consider building up a SS/ELA when I can afford it.
Now the build:
- You don't need impervium armors. Endurance issues are a thing of the past.
- I'm not sure I'd waste the slots on Boxing, even though you are clever using stupify
- 5 doctored wounds will work in energize. Drop the Heal/End for a Heal/Rech. The numbers aren't that different to warrant the 6th slot.
- You get the same set bonus if you swap the miracle Heal/End for a numi Heal/End, and a slight more regen.
- I find I don't need powersurge that often. For gameplay, you'll pop demonic close to the crash of powersurge, have a blue insp, energize ready, and if you time everything right, you can actually get through the drop before you lose anything. It's still tough to pull off in the midst of mobs - a lucky hit and you're dead.
- Powersink is Auto-Hit, even though mids calculates accuracy values. All that matters is end mod/rech.
- Don't use the single-aspect purple in armageddon. That chance for fire Proc is incredibly handy for footstomp (it rolls a chance on every single mob footstomp hits, the same as force feedback).
Now here are two SS/Elec builds I've built in the past. I settled on Melee Defense, but going S/L defense is a viable option (and has some advantages). I picked melee as it covers all damage types and the bulk of damage you will face will be melee. You can generate very impressive numbers with S/L defense without compromising the build. As for not taking a taunt, I taunt things by punching them.
Here they are:
SS/Elec - Melee Def
- My Elec/Elec has slightly more defense (32%) which actually is noticeable compared to this 27.7%.
- The KB Protection in grounded is there because when you aren't on the ground, you lose your KB protection, and I like to jump around.
- Modest pricetag, with only one purple set.
SS/Elec - S/L Def
- 37% S/L Defense, without gimping the build.
- 14% NRG/Neg Def
- One purple set used, so semi-modest cost (kinetic combats are expensive)
- Less resists than the melee build, but significant gains on defense. -
With the changes to elec, I'd put elec above /Fire now for general all/around performance. Elec has superior end management tools and better resistance numbers to S/L/E, which are the big 3 types of resistance you will face end-game.
Fire still has the advantage of a very quick heal, offering it as quick as 10 seconds, but Elec has leveled the playing field as you can get energize reasonably near 30 seconds, with that 30 seconds giving you a good boost in regen for the duration. For damage potential, Elec and Fire are near dead-even. Fire comes out slightly ahead with combustion and fiery embrace, but both have a nice damage aura. Elec offers a 20% recharge bonus over +dmg with lightning reflexes. I like the extra recharge.
In terms of damage capability, I've run herostats on my SS/Elec and pulled an incredible 422 AoE DPS, (AoE damage increases DPS a TON). That was before I slotted armageddon in footstomp. It pulls ahead of my elec/elec, though I find Elec/Elec more fun.
I'll list a few encounters and put which armor comes out ahead:
Nemesis Farm: Fire Armor hands down. You need those heals.
Rikti/LGTF: Elec (90% nrg vs ~30% nrg) - only have to worry about Hami
AE: Both can build missions around their strengths.
Cimerorans: About equal with both.
Malta: Elec (sappers are the last thing I need to kill)
CoT: Maybe Fire
Carnies: Elec (little more psi resists, and end drain resists)
Edit:
I'll also repeat my suggestion of DM/SD. Here's the advantages:
1) All attacks debuff to-hit, which means pre-soft-cap, you're a little tougher
2) Siphon Life heals (which is why DM/SD is my preferred elder snake killer)
3) Dark Consumption helps endurance.
4) Soul Drain is a beautiful thing.
5) Shield Charge covers your AoE need fairly well. -
Since I was busy typing the last post and didn't see this, I wanted to respond with some thoughts on this:
Quote:That option traditionally is SS/WP, because of how versatile it is. You have good regen, knockdown for mitigation, great recovery, and are well equipped in AoE and ST dmg with Footstomp and Knockout Blow. I'd suggest tweaking your current build.Thus, I'm really attempting to find a brute that can cover all my bases for me and fit a greatly into a farming role and still allow me to remain active in all the endeavors that my friends take on without being a liability to their tasks.
Quote:I can say that with super strength, I really enjoyed that set, however the rage crashes could be annoying, but they were managed easily enough. The single target damage was phenominal, but the AoE damage just wasn't enough with footstomp alone. I certainly felt it need a little more to be a compliment to farming. I've considered SS/Fire, but I'm afraid I'm so very unfamiliar with the /fire set and how it plays and what kind of survivabilty it offers in most tasks.
Now fire is an interesting beast. It is effective farming nemesis (because vengeance SUCKS), though you need a 3 KB IOs to deal with the insane KB they do. If you aren't fighting nem, though, only 1 KB IO is usually enough for most encounters.
Fire is very dependent on the heal. It does very poorly with Rikti because of the poor energy resists. It is suited very well with AE where you can fight only fire-type mobs. However, with the advent of other sets and improvements to Electric Armor, there are generally better options for farming and all-around performance.
Quote:Willpower, this seemed to be a phenominal set as well, however, I did find that in many task that my VG run on a regular basis he was always in danger of dying, speed run LGTFs, speed run ITFs, RSFs, he didn't quite boast the survivability that I saw in the numbers on Mids and he was very well IO'ed. In large groups he was very adept at surviving, but he had trouble holding aggro when it came to him absolutely need to and the rage crashes paired with this set were a little more troublesome fo rme. I know SS/WP is a good pairing, it just simply did not work out for me.
If you revise your WP build, I think you will be very pleased with the performance.
Quote:I forgot to mention that I had a Energy Aura brute as well, that set...I don't know what to say about that set other than I have never gotten that set to perform well for me even though I've made several attempts at it. Highly lack luster in my opinion and has not performed well for me.
Quote:My Elec/SD brute seemed well enough off other than having pathetically poor single target damage and rather low defense debuff resistances. He managed to survive most situations well, but did rather poorly when it came to vengeance stacking nemesis and large groups of defense debuffing Cimeorians. Perhaps, I would have been better of with SS/SD, but I do not think that the particular combination is going to meet my needs until I have more resources to perfect such a build.
I really hate to see you scrap that elec/sd. It still performs well, but it is squishy and you have to work around that. That and pseudo pets suffer by not having a lower dmg cap, which means Lightning Rod and Shield Charge miss out on a lot while a scrapper version offers a tremendous boost in damage (approximately 600 vs. 300 when adding enemy resistances and whatnot).
Quote:I have been curious as to how ELA performs when paired up with various sets and DM/ELA sounds like a pretty good pairing as I've played DM on a couple of scrappers and found the single target damage to be rather intense, but was more curious as to how it's managed putting out enough AoE damage and how it would survive things like Lib farming, speed run ITFs, and on the RSF.
DM/Ela was great when elec didn't have energize. It added a much-needed heal and some -to-hit to layer with the resistance. You are the Rikti's worst nightmare. It even does decently with PvP.
SS/ElA has tremendous AoE Potential. Lightning Field slotted for Damage can potentially do more damage over time than Ball Lightning will. Add to that the marvelous endurance tools and the only time you'll run out of endurance will be when you're tired and not paying attention (I hate that!). My SS/ElA sports 30% melee defense, great recharge (and armageddon in Footstomp). It doesn't die easily. It's easily my fastest-killing brute, but my elec/sd/blaze scrapper can kill about 150% faster. Actually, I cleared a map in the time it took two SS brute builds to do it.
Elec/Elec was my first 50. It took a lot of tweaking to get it where I wanted it, but it is my second-most survivable build out there, second only to my WM/Stone. It is a fun set, and power-set customization has been incredibly friendly to electric melee and electric armor. (Lightning Rod is awesome in any color)
What I don't recommend:
Fire/Elec: There isn't a lot of mitigation in fire. Knockdown does help Electric Armor's survivability.
NRG/Elec: Ew. NRG.
DB/Elec: I just don't like Dual Blades. Miss and a combo is blown, and well that 5% chance of missing annoys me.
What I think will also work well:
Mace/Elec: A nice balance of Single Target and AoE Damage.
Stone/Elec: No end problems here! Good knockdown.
Axe/Elec: Mace is better now that clobber got buffed. -
I run an elec/sd/blaze scrapper, and I have to admit, my specialty is killing almost everything before the team arrives at the spawn. When I team, it becomes more of, I kill a spawn, they kill the next one, and I kill the next one.
Adding Mu Lightning adds the single target damage you need for Elec Melee. Bosses still won't die quick, but once you learn to drag things to the next spawn, you kill them with AoEs.