Tonality

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  1. Quote:
    Originally Posted by _Krom_ View Post
    It could certainly be perception. I'll time a few and compare.
    It can be perception, though if you stack rage too often, your crashes can be counter-productive. Numbers-wise, without rage, SS's attacks are sub-par to other sets.

    Quote:
    Originally Posted by Gospel_NA View Post
    You are right Archlight, I do play tanks on blue side a lot and a handful of scrappers. I like the idea of a brute which seems to be a fusing of tank and scrapper.

    Here are a few of the builds I have used and one that I am currently considering for a SS/Fire brute.
    Your builds often show a lot of predisposition to being a tank, and I think that's the big reason why you're struggling with brutes. They have the potential to be tanks with tanker caps, but shine best when they are offensive powerhouses. Intelligent inspiration use, effective slotting, and a good supporting team are what turn brutes into monsters.

    To start with, you aren't a terrible builder, so before you freak at this enormous amount of text, your builds really only need tweaking.

    Overal Themes:

    -Often defense oriented at the cost of offense
    -Too much focus on accuracy/to-hit
    -Not always end-efficient
    -Rage often is stacked more than it needs to be, causing frequent crashes and increasing endurance issues

    Oh, before we get started:

    Quote:
    If you shift and right click on Ball Lightning, Electric Fences, Blazing Aura, punch, and mu lightning, in the SS/Fire build I have place purple sets for future use.

    The biggest problems with the builds are lack of expected performance and endurance issues, which actually seems to be a reoccuring issue with many of my builds. But, I may simply have a hard time with the conversion of the number values to gameplay.
    1) For some reason, I don't think datachunks ever include the alternate slotting.
    2) Yup, endurance problems is what I'm seeing. Might I suggest taking a look at SS/Elec (and these tweaks)?




    Modified Elec/SD Build

    Well, elec IS terrible for single target damage. The patrons do offer some extra ST damage if you grab Gloom or Mu Lightning.

    Shield benefits greatly from carting around oranges and greens. For tough encounters (or x/8 soloing), rely on oranges to get you through the fights. Also, the four auto-accolades help a TON toward survivability.

    But, I can see some things that might make life more difficult for you. For starters, focused accuracy will leave you gasping for endurance. You already have good accuracy bonuses and the to-hit unique. You really don't need FA.

    I'd drop Mace completely for the patron. The redraw from mace blast would get annoying for me, I know. I'll swap it out with elec, grab mu lightning for single target dmg, and move gaussians to buildup. I'll grab superspeed as a travel to add in blessing of the zephyr. This will free you up in the future for adding some purple sets, or allows you to swap a mako out for a Touch of Death to get your defense above the cap to help prevent cascading defense failure. It's up to you on what you want.

    So now, Mu Lightning can be slotted more. You have several choices. You can grab ruin for AoE def (which is silly if you pick up SS and 3 slot it with BoTZ), or decimation for an affordable 6.5% rech bonus, or thunderstrike for more range def - or a future purple. As far as that goes, now with SS slotted, in the future you could throw an armageddon into thunderstrike, apoc in mu lightning, and hecatomb in chain induction for a drastic increase in recharge and a very noticable increase in performance.

    You will find now that the bulk of single target damage actually comes from three sources: Jacob's Ladder, Thunderstrike (yes, another AoE), and Mu Lightning. Mu Lightning is a great power - quick animation, good damage, and good recharge. Unlike Gloom, the damage is front loaded, and doesn't quite do equal damage to gloom, but I liked the thematic approach. Otherwise, you could pick up gloom and grab dark oblit for some to-hit debuff to layer on some more insulation to avoid that cascading failure. (don't slot oblit with tohits tho, slot for dmg) But, I liked grabbing the travel as it added some efficient defense bonuses.

    It's not cheap, but grabbing a membrane hami-o and slotting 1 in active defense will help your DDR.

    True grit needs more heal bonuses for +hp. Move that numi unique over to health and get some more HP. Then reslot health, grab the miracle heal IO with that proc for more recovery. You lose 4% in enhancement bonuses, but still manage to gain more regen/HP/recovery.

    You have some more options now. You're above the defense cap for range and AoE, so you have some options. You can go back to 4 slotting stamina and look at maybe picking up some more +HP by slotting up your toggles with IOs. If you keep it slotted as is, you have room for 3 purple sets without compromising your AoE def (which isn't a big deal if you do anyway).


    SS/WP Modified
    I see you're going for softcapping S/L def. You'll be more than tough enough heading to 30%, so you don't have to gimp yourself to get those numbers.

    Some similar advice:
    drop focused acc. You have rage and accuracy bounuses. If it still bugs you, grab a kismet. Drop maneuvers/tactics as well.

    Consider gloom/dark oblit for your SS. You'll layer on some to-hit debuffs with your lower defense and increase your damage potential.

    For me, if I slot too much recharge in rage, I find that the crashes become too frequent and actually get in the way (yes, you can use veteran attacks during the crashes). So, if you drop the recharge down enough so it's perma w/o hasten, you'll be happy. Speaking of hasten, get it. The more rech for footstomp the better.

    Footstomp: The ideal for quite some time has been 5 armageddon and the Force Feedback recharge proc. IT recharges that AoE unbelievably quickly, and that knockdown is unbelievable mitigation. You might Consider that FF proc instead of that oblit set (just swap out the oblit proc for the FF proc)

    I'd take out the kinetics in boxing and move those slots to slot my other attacks better. But, I had surplus slots in my completed build, so I put them back.

    What matters to a brute is living long enough to flatten mobs.One you're sure you can live through a fight, all that matters is how fast you flatten the map. The build is too defensive and not offensive enough.

    Web Envelope adds KD protection, which hurts your mitigation of footstomp (the exception would be if you were SS/Fire and dropped a burn patch and wanted them glued in place)

    I am starting to see a pattern: you really hate missing your attacks, and overcompensate. You don't need that much accuracy/to-hit. With rage double stacking, tactics, and focused, I'm seeing numbers in mids like 400% accuracy, which is just overkill.


    SS/Fire

    Ah, here's the FF proc in footstomp.
    Elec/Fences Burn. Great.
    Rage isn't as recharge heavy - good.

    In general, you don't even need end mod in Consume, because if you hit 5 mobs, you get 100% end unslotted. What you want most is to hit the ed cap on recharge (oblit works nice here, especially since the power has a low end cost).

    A 4th slot in stamina with the perf shifter would help with your end.

    I think burn is overslotted. It's nice but you can save some coin here.

    You want more recharge in Knockout Blow. At 19% recharge, the power isn't coming up quick enough.

    Plasma Shield needs to be slotted for resistance. This is your nrg/neg resistance, and Rikti are going to rip you to shreds even more than normal for a FA brute.

    Obliteration isn't the best choice in a toggle like Blazing Aura. The end consumtion is going to hurt. If you want slot efficiency, the least amount of slots to achieve good performance is:
    Scir: Acc/Dam/End, Dam/End (10% regen)
    Multi: Acc/Dam/End, Dam/End (some stupid bonus)
    That gives you good dmg/end redux, and modest accuracy. You can add some neg resist if you add a 5th slot with another scirr and pick up more acc, but it's not necessary.

    If you think your rage is still crashing too often, put in a single rech IO into rage instead of the two adjusteds. With your rech bonuses, you are still perma rage w/o considering hasten/FF proc.

    IMO, your SS/Fire brute is your best build. It has a good balance of offense and defense. Now, /Fire is incredibly reliant on the heal to stay upright, and stacking that extra melee does help.

    Since this isn't a defense-oriented build, I'm turning weave off and leaving it in as a mule for a LoTG 7.5.

    There's still plenty of tweaking that can be done to this, but it's a start in the right direction.

    edit: BTW, the titles on the builds are links to builds
  2. I have a feeling the reason you haven't been liking the sets is that you haven't been happy with the build - not the set.

    For example, you grabbed scorp with focused accuracy on a SS brute with rage? Rage already has a to-hit power, and with sets that give accuracy bonuses, you don't really need rage either to hit things (but for damage)

    Second, Footstomp is arguably the sole reason why SS is the best AoE set in the game - the excellent recharge time, the mitigation from knockdown, and the large radius all combine for an excellent AoE power. If you want more, go Soul Mastery for Gloom and Dark Obliteration. Gloom is an excellent ST attack (though has a DoT component) and Dark Obliteration will add some AoE.

    If you still are unsatisfied, there's SS/SD for shield charge, but it costs a decent amount to make it viable, and even more to be sustainable with the end costs. SS/WP helps avoid this with quick recovery. SS/Elec is always an option, though I've grabbed defense sets for that combo for layered survivability.

    I really do think the problem isn't the combos you picked, but how you built them. If you would post your builds, I'm sure we can tweak them (with or without adding purples) to your liking.
  3. IO sets have bonuses, and often modify multiple aspects, pushing them way ahead of SOs. Post 35, even generic IO's pull ahead. IO's don't need any help to stay better than SOs.

    My point was, that if SO's behaved as IOs do, there wouldn't be a need to upgrade every few levels - just when you want to get better modifiers. I was throwing out a counter-proposal that is a lot more practical than an upgrade feature.
  4. Quote:
    Originally Posted by Mercury_Down View Post
    Last time I checked you have to level 35 (?) to get into RWZ. But I have been away for a few months...
    This was removed in i16 so any level can now enter. (with some complaints involving lowbies on Rikti Raids)

    This is an interesting challenge!
  5. Why not just suggest that TO/DO/SO enhancements don't expire when you outlevel them, like IOs? It saves a ton of effort, and honestly, the older system isn't that intuitive - knowing you want your enhancements to be green to be ideal to get the most out of them is in some ways more confusing than the entire IO system.

    That makes a lot more sense than some auto-upgrade feature.
  6. Tonality

    Medic!

    You'll need to get past expecting your brute to behave like a tank. WHile it is possible to achieve high levels of mitigation (we have the same caps), our base levels are lower, which means it takes a bit more to get us to where we need to be.

    I agree with the powerset recommendations. I'd avoid defense sets until you get the hang of the AT - those sets shine when you dump a lot of IOs on them. WP is the generic and is very beginner friendly. Quick Recovery/Stamina will spoil you. As will electric's endurance tools.
  7. This is what I could come up with on the fly. This is an end-game, low-end build, and would be very poor for leveling up, due to level slotting and a lack of attacks before you reach the patrons. Thematically, I chose to stick with Scirrocco, but you'll be happier if you grab gloom/dark obliteration over Scirroco with the added to-hit debuff until you get your IOs slotted.

    I gravitated towards cheaper recipe sets on the market. There are some expensive things in here - but those can be added later. For example, those numina health IOs in true grit can be generic. The same with the health IOs. However, melee defense sets are expensive, and you have your pick between obliterations for AoE and touch of death for single targets. I'm actually thinking obliteration is cheaper now (and has better bonuses). However, I broke the rule of 5 with this build (unavoidable as I needed the defense bonuses, though I could pick up BoTZ and put it in SS or something to fix that) However, in keeping the cost low, I decided to skip Blessing Of the Zephyr entirely.

    The last two IOs in stamina are a low priority. It caps your AoE, which isn't that important. You'll notice charged brawl isn't slotted at all. You'll be using your other attacks mostly, with boxing/CB being used to build fury initially. You could potentially drop jacob's ladder and replace it with havoc punch or 6 slot charged brawl and pick up another power. You'd use Touch of Death then to make up for the lost 3.75% melee defense. So, you still have some flexibility in deciding exactly what you want. You don't even really need to hit the AoE defense soft-cap. It's nice, but not necessary.

    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: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Charged Brawl
    • (A) Accuracy IO
    Level 1: Deflection
    • (A) Red Fortune - Defense/Endurance
    • (3) Red Fortune - Defense/Recharge
    • (9) Red Fortune - Endurance/Recharge
    • (15) Red Fortune - Defense/Endurance/Recharge
    • (27) Red Fortune - Defense
    • (43) Red Fortune - Endurance
    Level 2: Battle Agility
    • (A) Red Fortune - Defense/Endurance
    • (3) Red Fortune - Defense/Recharge
    • (9) Red Fortune - Endurance/Recharge
    • (15) Red Fortune - Defense/Endurance/Recharge
    • (27) Red Fortune - Defense
    • (45) Red Fortune - Endurance
    Level 4: Jacobs Ladder
    • (A) Obliteration - Damage
    • (5) Obliteration - Accuracy/Recharge
    • (5) Obliteration - Damage/Recharge
    • (7) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (7) Obliteration - Accuracy/Damage/Recharge
    • (25) Obliteration - Chance for Smashing Damage
    Level 6: Combat Jumping
    • (A) Kismet - Accuracy +6%
    Level 8: Hurdle
    • (A) Empty
    Level 10: Hasten
    • (A) Recharge Reduction IO
    • (11) Recharge Reduction IO
    • (11) Recharge Reduction IO
    Level 12: Thunder Strike
    • (A) Scirocco's Dervish - Accuracy/Recharge
    • (13) Scirocco's Dervish - Accuracy/Damage
    • (13) Scirocco's Dervish - Damage/Recharge
    • (17) Scirocco's Dervish - Chance of Damage(Lethal)
    • (17) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (25) Force Feedback - Chance for +Recharge
    Level 14: Super Speed
    • (A) Endurance Reduction IO
    Level 16: Health
    • (A) Miracle - +Recovery
    • (50) Numina's Convalescence - +Regeneration/+Recovery
    Level 18: Chain Induction
    • (A) Mako's Bite - Accuracy/Damage
    • (19) Mako's Bite - Damage/Endurance
    • (19) Mako's Bite - Damage/Recharge
    • (23) Mako's Bite - Accuracy/Endurance/Recharge
    • (23) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (40) Mako's Bite - Chance of Damage(Lethal)
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (40) Performance Shifter - EndMod/Accuracy
    • (43) Performance Shifter - EndMod/Accuracy/Recharge
    • (46) Performance Shifter - Accuracy/Recharge
    Level 22: Active Defense
    • (A) Recharge Reduction IO
    Level 24: Phalanx Fighting
    • (A) Empty
    Level 26: Boxing
    • (A) Accuracy IO
    Level 28: True Grit
    • (A) Numina's Convalescence - Heal/Endurance
    • (29) Numina's Convalescence - Heal
    • (29) Numina's Convalescence - Heal/Recharge
    Level 30: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (37) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 32: Lightning Rod
    • (A) Obliteration - Damage
    • (33) Obliteration - Accuracy/Recharge
    • (33) Obliteration - Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Obliteration - Chance for Smashing Damage
    Level 35: Shield Charge
    • (A) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (36) Obliteration - Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 38: Tough
    • (A) Aegis - Resistance
    • (39) Aegis - Resistance/Endurance
    • (39) Aegis - Resistance/Endurance/Recharge
    • (39) Steadfast Protection - Resistance/+Def 3%
    • (40) Steadfast Protection - Resistance/Endurance
    Level 41: Mu Lightning
    • (A) Ruin - Accuracy/Damage
    • (42) Ruin - Damage/Endurance
    • (42) Ruin - Damage/Recharge
    • (42) Ruin - Accuracy/Endurance/Recharge
    • (43) Ruin - Accuracy/Damage/Recharge
    Level 44: Ball Lightning
    • (A) Detonation - Accuracy/Damage
    • (45) Detonation - Accuracy/Damage/Endurance
    • (45) Detonation - Damage/Endurance/Range
    • (46) Detonation - Damage/Recharge
    • (46) Detonation - Damage/Endurance
    Level 47: Weave
    • (A) Red Fortune - Defense/Endurance
    • (48) Red Fortune - Defense
    • (48) Red Fortune - Endurance
    • (48) Red Fortune - Defense/Endurance/Recharge
    • (50) Red Fortune - Defense/Recharge
    • (50) Red Fortune - Endurance/Recharge
    Level 49: Against All Odds
    • (A) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 23% DamageBuff(Smashing)
    • 23% DamageBuff(Lethal)
    • 23% DamageBuff(Fire)
    • 23% DamageBuff(Cold)
    • 23% DamageBuff(Energy)
    • 23% DamageBuff(Negative)
    • 23% DamageBuff(Toxic)
    • 23% DamageBuff(Psionic)
    • 9.88% Defense(Smashing)
    • 9.88% Defense(Lethal)
    • 12.4% Defense(Fire)
    • 12.4% Defense(Cold)
    • 9.88% Defense(Energy)
    • 9.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.8% Defense(Melee)
    • 16.8% Defense(Ranged)
    • 17.1% Defense(AoE)
    • 25% Enhancement(RechargeTime)
    • 36% Enhancement(Accuracy)
    • 10% FlySpeed
    • 123.7 HP (8.25%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 9.9%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 6.6%
    • MezResist(Terrorized) 1.65%
    • 6.5% (0.11 End/sec) Recovery
    • 22% (1.38 HP/sec) Regeneration
    • 3.78% Resistance(Fire)
    • 3.78% Resistance(Cold)
    • 1.88% Resistance(Energy)
    • 3.13% Resistance(Negative)
    • 15% RunSpeed
    • 2% XPDebtProtection
  8. Quote:
    Originally Posted by Coyote_Seven View Post
    The lesson here is that rich people look like Mr. Peanut.
    Which is why I want cane melee for CoH.
  9. I don't have mids up on my laptop, but if you want to rework your builds, here are some things I see:

    - If money isn't an issue, red fortune really isn't that great of a set compared to 4-slotting luck of the gambler. If money IS an issue, save some coin and go with red fortunes for all of your defensive toggles. I'm thinking if you move some slots from Phalanx, you'll find the slot space you need.
    - True Grit benefits most from slotting +health over resistance. Your unique IO's are nice, but you also want to add health to that. The small amount of AoE def you get from Aegis there is less than the benefit you would get from adding more HP.
    - If you want scirrocco in Thunderstrike, only use 5 and have the 6th slot be the force feedback chance for +rech. It's useful on AoE KB attacks (excluding Lightning Rod and Shield Charge, which it does nothing for you)
    - The -end you get from a second slot in Against all Odds is negligable. You'll be happier placing that extra slot elsewhere.
    - To increase recovery, 4 slot stamina with performance shifter (+end proc, end mod, end/acc, end/rech)
    - Phalanx Fightning is overslotted. Actually, 2 slots is overslotting it. What you want to do is calculate the 3.75% def to all it gives you and leave it unenhanced, excluding possibly throwing a LOTG 7.5 in there.
    - You need a steadfast protection res/def unique somewhere. It adds 3% defense to all. Might I suggest placing it in true grit?
    - Acrobatics offers you nothing. There are plenty of other useful things you could have.
    - You want at least 2 slots in hasten for recharge. The more you can have it active, the more oten LR/SC recharges quickly.
    - If you have the room for slots, patrons are always nice. Elec offers an AoE Immob (which while it's AoE, I like my knockdown so I avoid), a hard-hitting single target attack for it's attack speed, a moderate AoE attack - or you can leave the thematic, go with Soul Mastery and pick up an AoE attack that also debuffs to-hit for an added layer of protection for when your defenses start getting debuffed! A single-target attack can be 6 slotted with thunderstrike for 3.75% total range defense or 5 slotted for 1.88% AoE def with Ruin. Your targeted AoE can also get a similar AoE defense bonus if you pick up Detonation (I think that's the set)
  10. Both of you need to chill. The purpose of this forum is to offer advice to others, which I think somehow you both forgot in practice.

    1) Travel Powers for SD brutes/scrappers are mostly useful because of BoTZ. With ninja run and the raptor pack, it's easier than ever to get around CoH. In addition, redside is substantially smaller (excluding nerva). Therefore, it makes sense to pick up travel powers if you are progressing to the soft-cap.
    2) DDR only matters if your enemies debuff defense. If you aren't going to farm Cimerora, PPD, or Shivans, you aren't going to notice it that much.
    3) High-End Solo Farming is inspiration driven for efficiency. Aid Self slows you down.
    4) The more AoE-centric a build can be, the faster it can kill while soloing x/8 difficulty.
    5) Gloom and Mu Lightning are excellent Single-Target attacks, which substantially add to ST DPS if that is your focus. Elec Fences/Ball Lightning or Dark Oblit (and to-hit debuff!) substantially increases your AoE DPS, although has a high endurance price tag. In the end, rolling fire/sd/blaze scrapper is the best choice.
    6) Ad Hominem attacks do not win arguments.
  11. Weave adds about 5% defense to all 3 positions. It is difficult to soft-cap shields on a brute or scrapper without it. I also do not see the steadfast 3% def IO that adds 3% to all positions as well. Also, buildup can take a full gaussian's set which adds an additional 2.5% defense to all 3. Those three things are mainstays of most positional defense builds.

    Then there are two other sets that often get placed in melee attacks to round out the melee and range defense - Touch of Death (3.75% melee) and Mako's Bite (3.75% range). For AoE attacks, I do see obliteration, but this can go in other attacks like thunderstrike and jacob's ladder if you need more melee defense to stack.

    I would recommend you search the brute and scrapper forums for builds. Do NOT use the tanker forum builds because the base numbers are not comparable. There are a ton of topics available on this already. Just scrap this build you have here and take notes from the dozens and dozens of builds you come across.

    Edit:

    Mixing hover/flight and electric melee is a very, very bad idea. Lightning rod will not activate if you are not on the ground, and detoggling/toggling hover would get incredibly annoying. Combat jumping is preferable as it still adds the marginal 1.88% defense and allows for blessing of the zephyr.

    I haven't verified it, but I believe shield charge also will not work while hovering/flying.
  12. Smashing/Lethal defense has become quite popular on blasters - especially those that enjoy soloing x/8 settings on AoE builds. With ice armor already giving a substantial amount of S/L defense, adding to that with sets isn't too difficult.

    I went a different route on my fire/nrg blaster - ranged defense. It's a hover blaster with ~45% range defense and the health pool to take care of healing. Tough in that circumstance served only as a mule for a steadfast, while weave stacked another 5% onto my defenses to hit the cap. However, it is a lot easier to build for S/L defense than ranged defense, given the access to the epic ice armor.

    I've found it is far better to not get hit on a blaster than to reduce the incoming damage - namely because if you can avoid getting hit, you also avoid getting mezzed.
  13. Quote:
    Originally Posted by Krasus View Post
    Elec armor has a lot of necessary power picks, I'm not sure if I could drop anything save maybe lightning reflexes, and I still need at least tough, and probably weave, to make up for the lack of S/L r/d.

    Compared to my blaster, my brute has had some tough build decisions. I've had to forgo any patron powers so I could boost my anemic S/L levels.
    I'm not sure what your primary is, but I haven't had a problem fitting in the patrons on any of my three /elec brutes. It sounds like you took too many attacks or pool powers, which is okay for thematic/RP reasons, but for min/maxing, that's where you get in trouble.
  14. Couple things:

    As for endurance issues, energize really does help take care of that if you use it regularly. What you will find more useful is not +recovery, but +end, because the more endurance you have, the larger pool of endurance you have to work with, as well as it actually increasing your recovery. Simply getting the four auto accolades will drastically improve your build - without having to spend anything (other than time)

    Now onto the build:

    1) Take out the imperviums for Titanium so you get more HP. The bigger your HP pool, the greater cushion you have to get energize back up before you face plant.

    2) Don't forget about multi-strike. The set bonuses may be awful, but having a triple-aspect IO in some of your AoE's will really help make your slotting more efficient.

    3) I believe Efficacy's Acc/Rech does not require rare salvage, so buy that one over performance shifter. I don't know the recipe costs off-hand, but I don't expect them to be expensive.

    4) Grounded doesn't need more than one slot. You'll get maybe 3% more negative nrg res from that. If anything, just throw in a steadfast KB protection.

    5) I prefer having the steath IO in sprint so I have more control over when I use it. I'd rather have an end redux so I can use SS mid-fight if I need it, and even forget I have it up.

    6) If you're using doctored wounds in energize you want these IOs from the set:
    --Recharge
    --Heal/Rech
    --Heal/Rech/End
    --End/Rech
    --Heal
    ...skipping Heal End. With that slotting you will hit the ED cap on recharge and have the heal nearly touching the ED cap. There is no real reason to 6 slot it when 5 will suffice

    Other than that, it seems like you've done a good job on slotting. If you find you have freed up some slots, put them in health!
  15. Tonality

    RSF Stoner

    If you are set on a stone brute, you will want to work past the penalties of granite, which means focusing on bonuses for run speed and recharge. Then after you're fairly happy with that, you'll want to focus on S/L/E defense, which will drastically increase your survivability without having to worry if someone forgot to buff you.

    The big hole you will have is Psi, which means you'll be wary of numina and sister psyche.
  16. I'll answer your questions first.

    If you go the S/L/Melee def route, aiming for about 30% defense in either category will significantly increase your survivability. Anything above that usually gimps a build.

    If you go the recharge route, yes you will burn endurance faster. But you can do things to control that. You'll avoid slotting rage with rechage to decrease the frequency of rage crashes. You'll rely more on energize's endurance reduction, and at higher recharge, will have it up 80% or more of the time.

    Now about build cost. 80 Million is a drop in the bucket when it comes to build investment. You can make an effective build on that budget, but I certainly would never consider a defensive build on that budget, simply because of how expensive S/L/Melee defense is to get. For 80 million, I'd lean toward a mid-range recharge build, using crushing impacts in your single target attacks, and doctored wounds in energize.

    It looks like your power selection is solid. I am a fan of the patron pool, but to fit that in your build would require dropping taunt and combat jumping. I gain a little more AoE damage from it. I would strongly suggest soul mastery if you were going to consider a defensive build as the -to-hit from Dark Obliteration would stack onto your approximate 30% defense to make for a pretty sturdy build.

    But as I said, if you're looking at a budget under 300 mil+, don't consider a defensive build because buying either Kinetic Combats or Touch of Death for your single target attacks will get VERY expensive VERY quickly.
  17. Quote:
    Originally Posted by eryq2 View Post
    I'd like you to join me on a lower level and see if you still believe that last sentence. As far as XP, i can get you to stamina in less than an hour. As far as the inf, i've gotten several ToD pieces, a stamina proc, and more. That's easily 100 mil worth of inf in very limited time with ticket rolls.

    On a side note, i took my 46-50 (on a seperate account) within a few runs of 53x8.

    My stance is, it's very lucrative for inf and xp given the right situation. Yes, PI gives purples but that's a numbers game. You may run 10 runs and get none, where i can do 10 runs in AE and get 15,000 tickets and make just as much inf. But that's me.
    I haven't been able to play a lowbie in about 6 months without wanting to play my fifties. I do admit there's more parity at higher levels than lower levels. With intelligent rolling and knowing the market, I can generate about 200-400 mil a day. The wide range depends on my playtime. That's estimating 1500 tickets/10 minutes, giving around 100 mil/hour, or more if I'm lucky. But that has more to do with smart ticket rolls.

    It is possible to get to stamina in under 30 minutes.
  18. Quote:
    Originally Posted by MunkiLord View Post
    /signed. IMO it should be next on the list.
    Quote:
    Originally Posted by Sigium View Post
    Sounds like a fair proposition.

    /signed.
    Quote:
    Originally Posted by Blackavaar View Post
    Agreed.

    Quote:
    Originally Posted by firespray View Post
    /signed

    This is definitely needed.
    Quote:
    Originally Posted by Frostweaver View Post
    No kidding, I totally agree.
    Quoted multiple times for Extremely Obvious Emphasis.

    THIS.NOW.PLEASE.

    There is almost no reason to ever use anything but Positron or Ragnarok. I used one set once for the AoE def, but honestly, I probably should have used Positron.

    Maybe give us a set with defense bonuses so Castle can freak out a little bit more about stacking defense. That sounds fun to me.

    edit:

    Quote:
    Originally Posted by Derangedpolygot View Post
    Positron's IS Great, but it's the only one that is (okay, excluding Purple & PVP). I used to 5-slot Detonation for it's Range and smidgen of AoE def (until it broke with i15). And Air Burst? Are you kidding? Its picture is in the dictionary under "Lackluster".

    There needs to be more sets, and hopefully with some more recharge.
    They fixed detonation. It gets my DM/SD brute to the AoE cap, and is the only non/posi-rag that I have in any of my characters.
  19. Tonality

    By the way:

    Quote:
    Originally Posted by Laevateinn View Post
    I just want to make the observation that while people who hate the market have occasionally changed their mind and decided that the market is fun (or at least useful), I don't remember anyone ever going the other way and suddenly decide that the market is evil and immoral after having enjoyed playing it.
    That's because being Ebil corrupts your soul. You can't turn away from the darkness that is marketeering.
  20. As a followup, since moving to Freedom, I have to say that AE is quite popular in Atlas. A lot of it is AE farms and an alternative to sewer teams. But, AE is being used. Just not as much for the original intention.

    So, I guess I find it hard to believe that PvP is more popular than AE given that the chat in Freedom atlas is consistently filled with AE spam.
  21. Here's the quick advice, without having a goal in mind:

    1) Energize needs to be 5 slotted with Doctored Wounds, skipping the Heal/End one.
    2) Replace the run IO with an end redux from super speed.
    3) Consider switching swift with hurdle for more vertical movement. It's very handy, and you already have lightning reflexes.
    4) The To-Hits aren't really necessary for rage. Also, if you keep hasten running often, you don't need that much recharge for rage either.
    5) My personal favorite slotting for damage auras is Scirroco's Dervish Acc/Dam/End and Dam/End added with the twins from Multi-Strike. That gets me close to the ED cap for both end redux and damage, and modest accuracy. You can't do better in 4 slots.
    6) Set IO's don't have to cost a fortune. Come up with a budget on how much inf you are willing to spend on the character, and I'm sure we can point you in the direction of which sets to look into.
  22. Quote:
    Originally Posted by Reverend View Post
    Ok, I'm looking to make a Stone-Stone build. He's at 29 now.

    I plan to have Granite, but only use it sparingly. (i.e. when taking alphas for 8 man TFs, etc.)
    I consider my mace/stone brute a mace/granite brute because that's what it is. If you can deal with the penalties, it's easier to design a build to work in granite than to design a build flexible enough to work in the other modes.

    Quote:
    I'm not looking for a super awesome build, with a ton of purples, but l'd like to be able to be the main tank for a TF, and still be smashy enough to be fun solo. (Is Defense softcap outside of granite a reasonable goal, or is that going to take billions of infamy?)
    Granite offers both a high amount of typed defense and resistance. Without that base amount, I would think it impossible to get the defense cap to S/L without gimping yourself.

    Quote:
    If you have any good suggestions for alternate power picks, slotting, or IO sets that would be reasonable to pickup for the set bonuses, I'd appreciate it.

    I'm coming from the defender world, where generally IO set bonuses don't matter that much in terms of performance, but from what I can tell, especially for the defense softcap, the difference can be immense.
    I don't have mid's with me right now on this machine, but here's what I see:

    1) Generic IO's are awful. For the best bang for the buck, you want to do something called frankenslotting. That means buying very cheap recipes that modify multiple attributes, which will save you slots and make you more effective. Also if you're careful with what you buy on the market, you'll spend about the same as you will with those level 50 Generic IOs. You just won't be buying obliteration, or numinas or LOTG 7.5's. You can use recipes on the cheap. Also - don't forget recipes that don't require rare salvage are always a better option for saving inf.
    2) Earth's Embrace: 5 slot it with doctored wounds, skipping the Heal/End one. It isn't that expensive and well worth it for the recharge and to get Earth's Embrace available more often.
    3) You can get away with 2 slotting swift.
    4) You overslotted boxing. It's not worth the slots.
    5) Slot fault with a cheap stun set or Acc/Rech. Not Stun duration.
    6) Granite is not six slotted. It's actually a rule. You have to six slot it. It covers both defense and resistance, and you'll want to get to the ED cap on both.

    The best thing you could do right now is get familiar with the market. Learn what is dirt cheap because nobody wants them - that's what you want to buy. Then start putting those in your virtual build and see how it turns out. You'll be amazed at the slots that you'll save in the long run.
  23. Quote:
    Originally Posted by Vitality View Post
    I slot with 4 Performance Shifters.

    Performance Shifter: Chance for +End proc
    Performance Shifter: End Mod
    Performance Shifter: End Mod/Acc
    Performance Shifter: End Mod/Rech
    While the OP is looking to 3-slot, this particular option has several bonuses:

    1) It approaches the ED cap for stamina.
    2) It has the proc
    3) The 4th bonus of the set is a 2.5% bonus to recovery, which comes out ahead of losing about 4% enhancement from generic IOs, and even further if you start adding +End to your build.

    It's definitely worth it if you can spare the slots.

    With 3 slots, I would only slot regular end mod IOs. The reason is that performance shifter grants 10 endurance at regular intervals, but that 10 endurance doesn't quite translate into 0.2 EPS unless you're consistently below 90 endurance on a 100 endurance build.
  24. Quote:
    Originally Posted by milehigh77 View Post
    I've noticed a lot of calls for "Samurai Farm" in Atlas Park, Freedom.

    Not sure what it is exactly since I've never joined it.
    I believe the Samurai farm is more min/maxing AE than exploiting. The mobs intentionally use the lowest-damage powerset, and still give normal rewards. This is a far cry from the Meow or Bubble farm. It's about a 20% reduction in potential damage. (hmm, it really sounds bad when you put it like that)

    However, as I do not know if the devs would consider this an exploit, I will refrain from explaining how it works. Oh, and I don't run the samurai farm.

    My position on AE is that the developers brought parity between AE and content. There are still some practical differences, which would be near impossible to equalize (travel time, ticket rolls), but overall, running AE is no longer clearly the ideal choice for quickly leveling and generating inf.
  25. Quote:
    Originally Posted by Raptor pack 1199 View Post
    At least someone here is helpful. Thanks; Everyone assumed just because I mentioned a TF that im an AE baby. I'M NOT. I probably gained only 2 levels of the 41 by doing a tf. And if you guys are just going to judge me and be rude like that, I guess the CoH community isn't as friendly as I thought.
    I thought people were helpful. The only possible thing they could do is offer to farm, which honestly, it probably not going to happen for free.

    Those farming purple recipes aren't going to want the company, and those seeking levels know that adding tag-alongs slow down the level speed (unless they contribute)

    To be completely honest, you will enjoy getting to 50 a lot more on your own than doorsitting. The first time I hit 50 was on my brute, and I was actually startled by the ding. I was having so much fun playing it that I didn't even notice.

    Farming will get you to 50 the fastest. It will probably cost inf to get there. If you are deadset on it, pick a populated server and head to Peregrine Island and offer to pay 5-10 mil / run to be on a private farm. You do not want anyone else but the farmer on the team for maximum rewards.

    Personally, I think I would give anything to go back in time to the rush I felt on pushing to get my first 50. Even though I have the ability to level myself very quickly, there is something to be said about getting their yourself. Some of my favorite characters to play are the ones that really worked to get to 50. When my brute was leveling to 50, I was constantly getting tells to join my team, because if people saw I was on, they knew I always had a solid team kicking! I do miss those tells

    I just haven't been able to bring myself to play lowbies for about 6 months now. I should join a support group.

    Quote:
    Originally Posted by Westley View Post
    There is nothing you can do at 50 that you can't do at level 5.
    There's this thing called Lightning Rod/Shield Charge/Fireball. I miss it when I'm not 50. I really need a better name for it. Mass Carnage? Then there's my rad/kin corr with softcapped S/L/E at 50. Saturated fulcrum without worry of death is a beautiful thing to behold.

    The fun thing to do at 50 for many is trick out their characters and see just how 'super powered' they can get. Not every build feels incredible right out of the box. Some do.

    We have different play styles. I could never imagine rerolling the same bubbler multiple times over and going through the journey like you seem to enjoy.