Tonality

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  1. Quote:
    Originally Posted by Moderator 08 View Post
    To crush your enemies on the field of battle, to see them driven before you, and to hear the lamentations of their women...


    Oh wait, what question are we answering again?
    Wait, we're getting in-game voice chat?
  2. Hmm, is that a SS/WP brute?
  3. Tonality

    More traffic o.o

    Quote:
    Originally Posted by Rodion View Post
    But plenty of bus passenger shelters!
    A bus stop?
  4. Quote:
    Originally Posted by Rock_Crag View Post
    Tonality: Do you have to be so curt? I'm sorry I haven't gotten it perfect the first or second time through, but I'm afraid I'm not very used to advanced IO setups.
    It was not my intention to be curt. I should have reworded the response clouded senses slotting. My apologies.

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    edit:
    Quote:
    I'm new to this sort of thing and I actually had to figure out how to get the chunk data in the first place.
    Here's what works for me on the forum for exporting:
    -Long Forum Export
    -Fruit Salad color scheme for visibility (pick whatever you want)
    -phpBB/Zetaboards Formatting Code
    -Check "Export Data chunk if...."
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    Here are a few minor tweaks you might consider:

    1) The 5th bonus out of reactive armor isn't so great. You could choose to add a titanium res/end to be a little more endurance efficient. We're talking fractions of a percent here.
    2) I bet you'd like to get a 5th slot in dark obliteration somehow for that recharge bonus. You might be able to take out some slots in powersink and lose the 5% bonus and gain a 6.25% bonus, and a slight boost by adding the energy proc there.
    3) You can get a slight bit more efficiency out of gloom switching a few set IOs around. Try this:
    --Devastation: Acc/Dam/Rech/End, Acc/Dam/Rech
    --Thunderstrike: Acc/Dam/End, Acc/Dam/Rech, Dam/End/Rech
    4) I'm curious as to how well the procs will work out in Tremor. I'm not sure you actually will gain anything from this or not.
    5) Gaussian's has one expensive piece (rech/end). It has great bonuses. If you find yourself in need of more slots, you can 3 slot it with one recharge and adjusted targeting's rech and to-hit/rech. Those defense bonuses are tasty, though.

    IOs are an art. Some things are given, such as the traditional 4 slotting of stamina with performance shifter or picking doctored wounds for high-recharge heals. Other things have more finesse - do you choose to go melee defense or smashing/lethal, or hp/regen? Overall, as you keep working on your build (mine can take months of planning), you'll tweak some here and there until you're happy with it.

    I guess what I'm saying is, take my word for a grain of salt. It's how I like things done. Here's my line of thinking:

    1) Brutes' primary source of incoming fire is usually melee. Therefore, I tend to concentrate on melee defense. The other valid option is to concentrate on smashing/lethal as many attacks have this component. Range,AoE, Energy/Neg/Fire/Cold defense can suffer a bit if the primary source of damage is mitigated better.
    2) Tanks would be pretty useless in war without their guns. Sure, survival is important, but a good offense is a step toward survival. Build your brute to be strong, but don't forget that you want things dead.

    Here's some minor tweaks to your build. I'm not happy with it myself, but maybe you can tinker with it some more. Here's some of the things I did:

    Kismet 6% to hit (it says accuracy, but it's really to-hit)
    3rd Numina in Health for some more regen
    4th Reactive in Tough for some more bonuses
    5th slot for Dark Oblit for the proc and the recharge bonus
    6th slot in Tremor for better damage/rech/end efficiency.
    7th...hey, no 7th slot.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Grounded Wire: Level 50 Mutation Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Electric Armor
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Stone Mallet
    • (A) Crushing Impact - Accuracy/Damage: Level 50
    • (3) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    • (3) Crushing Impact - Damage/Recharge: Level 50
    • (5) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (5) Crushing Impact - Damage/Endurance/Recharge: Level 50
    Level 1: Charged Armor
    • (A) Reactive Armor - Resistance/Endurance: Level 40
    • (37) Reactive Armor - Resistance: Level 40
    • (40) Reactive Armor - Resistance/Recharge: Level 40
    • (40) Reactive Armor - Endurance/Recharge: Level 40
    • (45) Titanium Coating - Resistance/Endurance: Level 50
    Level 2: Heavy Mallet
    • (A) Crushing Impact - Damage/Recharge: Level 50
    • (7) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    • (7) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (9) Crushing Impact - Damage/Endurance/Recharge: Level 50
    • (9) Crushing Impact - Accuracy/Damage: Level 50
    Level 4: Conductive Shield
    • (A) Reactive Armor - Resistance/Endurance: Level 40
    • (13) Reactive Armor - Endurance: Level 40
    • (15) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (15) Reactive Armor - Resistance: Level 40
    Level 6: Kick
    • (A) Accuracy IO: Level 50
    Level 8: Fault
    • (A) Force Feedback - Chance for +Recharge: Level 50
    • (11) Perfect Zinger - Chance for Psi Damage: Level 50
    • (11) Explosive Strike - Chance for Smashing Damage: Level 20
    Level 10: Static Shield
    • (A) Reactive Armor - Resistance/Endurance: Level 40
    • (13) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (39) Reactive Armor - Resistance: Level 40
    • (42) Reactive Armor - Endurance/Recharge: Level 40
    Level 12: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
    • (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
    • (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    • (19) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
    • (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    • (21) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
    Level 14: Swift
    • (A) Run Speed IO: Level 50
    Level 16: Tough
    • (A) Reactive Armor - Resistance/Endurance: Level 40
    • (17) Reactive Armor - Resistance: Level 40
    • (37) Reactive Armor - Resistance/Recharge: Level 40
    • (37) Reactive Armor - Endurance: Level 40
    Level 18: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (23) Luck of the Gambler - Defense: Level 50
    • (36) Kismet - Accuracy +6%: Level 30
    Level 20: Health
    • (A) Numina's Convalescence - Heal: Level 50
    • (34) Numina's Convalescence - Heal/Endurance: Level 50
    • (34) Numina's Convalescence - Heal/Recharge: Level 50
    Level 22: Weave
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (23) Luck of the Gambler - Defense: Level 50
    • (45) Luck of the Gambler - Defense/Endurance: Level 50
    Level 24: Seismic Smash
    • (A) Kinetic Combat - Damage/Endurance/Recharge: Level 30
    • (25) Kinetic Combat - Damage/Recharge: Level 30
    • (25) Kinetic Combat - Accuracy/Damage: Level 30
    • (27) Kinetic Combat - Damage/Endurance: Level 30
    • (27) Pounding Slugfest - Accuracy/Damage: Level 30
    • (40) Pounding Slugfest - Damage/Recharge: Level 30
    Level 26: Grounded
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    Level 28: Energize
    • (A) Doctored Wounds - Heal/Endurance: Level 50
    • (29) Doctored Wounds - Endurance/Recharge: Level 50
    • (29) Doctored Wounds - Heal/Recharge: Level 50
    • (39) Doctored Wounds - Heal: Level 50
    • (39) Doctored Wounds - Recharge: Level 50
    Level 30: Lightning Field
    • (A) Multi Strike - Accuracy/Damage/Endurance: Level 50
    • (31) Scirocco's Dervish - Damage/Endurance: Level 50
    • (31) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
    • (31) Multi Strike - Damage/Endurance: Level 50
    Level 32: Tremor
    • (A) Force Feedback - Chance for +Recharge: Level 50
    • (33) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
    • (33) Obliteration - Accuracy/Damage/Recharge: Level 50
    • (33) Multi Strike - Damage/Endurance/Recharge: Level 50
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
    • (50) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
    Level 35: Power Sink
    • (A) Efficacy Adaptor - EndMod/Recharge: Level 50
    • (36) Efficacy Adaptor - EndMod/Endurance: Level 50
    • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    Level 38: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (43) Recharge Reduction IO: Level 50
    • (43) Recharge Reduction IO: Level 50
    Level 41: Gloom
    • (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (42) Thunderstrike - Accuracy/Damage/Recharge: Level 50
    • (42) Thunderstrike - Damage/Endurance/Recharge: Level 50
    • (43) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
    • (45) Devastation - Accuracy/Damage/Recharge: Level 50
    Level 44: Dark Obliteration
    • (A) Positron's Blast - Accuracy/Damage: Level 50
    • (46) Positron's Blast - Damage/Endurance: Level 50
    • (46) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (46) Positron's Blast - Damage/Recharge: Level 50
    • (50) Positron's Blast - Chance of Damage(Energy): Level 50
    Level 47: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff: Level 50
    • (48) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
    • (48) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
    • (48) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50
    Level 49: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
    • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    ------------
    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)
    • 13% Defense(Smashing)
    • 13% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 13.3% Defense(Energy)
    • 13.3% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.88% Defense(Melee)
    • 12.4% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 23% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 41.3% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 168.7 HP (11.3%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 11.6%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 11% (0.18 End/sec) Recovery
    • 72% (4.51 HP/sec) Regeneration
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 5% RunSpeed
    ------------
    Set Bonuses:
    Crushing Impact
    (Stone Mallet)
    • MezResist(Immobilize) 2.2%
    • 16.9 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Reactive Armor
    (Charged Armor)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Crushing Impact
    (Heavy Mallet)
    • MezResist(Immobilize) 2.2%
    • 16.9 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Reactive Armor
    (Conductive Shield)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Reactive Armor
    (Static Shield)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Gaussian's Synchronized Fire-Control
    (Build Up)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.63 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence
    (Health)
    • 12% (0.75 HP/sec) Regeneration
    • 28.1 HP (1.88%) HitPoints
    Luck of the Gambler
    (Weave)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Kinetic Combat
    (Seismic Smash)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Pounding Slugfest
    (Seismic Smash)
    • 8% (0.5 HP/sec) Regeneration
    Steadfast Protection
    (Grounded)
    • 3% Defense(All)
    Doctored Wounds
    (Energize)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Multi Strike
    (Lightning Field)
    • MezResist(Sleep) 1.65%
    Scirocco's Dervish
    (Lightning Field)
    • 10% (0.63 HP/sec) Regeneration
    Scirocco's Dervish
    (Tremor)
    • 10% (0.63 HP/sec) Regeneration
    Obliteration
    (Tremor)
    • MezResist(Stun) 2.2%
    Efficacy Adaptor
    (Power Sink)
    • 16.9 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    Thunderstrike
    (Gloom)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    Devastation
    (Gloom)
    • 12% (0.75 HP/sec) Regeneration
    Positron's Blast
    (Dark Obliteration)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Dark Watcher's Despair
    (Darkest Night)
    • 22.5 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Super Jump)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • Knockback Protection (Mag -4)
  5. Quote:
    Originally Posted by Dark_Respite View Post
    Actually, ever since Lighthouse left, I think my one true fan at Paragon Studios might be either Synapse or Moderator8.

    And I just got turned down for an alternate job at my former/current employer. This is not going well.

    Michelle
    aka
    Samuraiko/Dark_Respite
    I'm currently unemployed. As an artist as well, I tend to look at any failure to land a job as meaning I'm not talented enough, when there might be other factors. It's the artist, constantly in doubt about the creation.

    All artists doubt themselves, yet every once in a while, you get a Sistene chapel or Bartok's Concerto for Orchestra. Bartok was dying, and wondering what his legacy would be. A good friend of his, a conductor (who I cannot recall right now), requested that he write a piece for the orchestra. The final result was a masterwork that theorists and orchestrators still study today. I could pick many other people in my field that struggled and triumphed. Brahms burned a decade of his music searching for his voice because he felt inadequate to come after a Beethoven. Mahler was ignored during his life, yet today he is one of the most popular symphonists. Every one of them had doubts at one point.

    I'm not one for adulation, so consider this a high compliment: I am impressed. To begin with, not many videos do as good of a job at linking the sound and music to the video. This was done very well. As a musician, that is the first thing I notice.

    You also chose to offer a tremendous amount of detail over the content of the update - which is great for a newcomer to the game. This is a big reason why I prefer this over the official video.
  6. Roll a Claws/SR or a Claws/Energy to solo AVs.

    Even with energize, you will need to pop inspirations to solo AVs.

    With a Claws/SR brute, you can grab the medicine pool and heal yourself.
  7. Tonality

    wut?

    Quote:
    Originally Posted by Fleeting Whisper View Post
    PK plays, like, one character. Ever. When PK gets to 50, he rerolls the same character again.
    Seriously?

    How many force-fielders do you you have PK?
  8. Quote:
    Originally Posted by Hertz View Post
    What am I saying? Do the math:

    You're facing 8 enemies. Each has a 50% chance to hit, and a 25% chance to stun.
    Does this happen that much solo?

    Quote:
    who does more for the team?
    The squishy support class because they stand back and lob in attacks while buffing/debuffing while the tank holds the aggro. If you get mezzed, your tanker isn't holding aggro or grabbed too much.

    Quote:
    I advocate changing the volume of enemies with mezzes. Make the mezzes stronger — this won't affect the squishies one way or another, a stun is a stun — but make them less frequent. This will mean Brutes, Tankers, Scrappers, and Stalkers do occasionally have to worry about mezzes, just like everybody else, but it won't overwhelm the poor squishies who get chain-mezzed by enemies like Malta.
    When a melee AT gets stunned they die VERY quickly because of the amount of aggro they generate. Unlike the random lieutenant that the squishy attracts, a tank usually has 8-17 enemies on them at one time, which means that if their defenses drop, they are dead.
  9. Quote:
    Originally Posted by Frosticus View Post
    IIRC it can suppress itself or something so I dunno if there is an optimal frequency to use it to get the benefit up higher (I've heard it is 5 sec on, 5 sec off), so I guess in theory it could get up to 50% recharge...maybe. I dunno.
    I've heard the same thing about this, but with my force feedback in footstomp, it fires nearly every time footstomp is up. I opened an herostats recording of an ideal run on my SS/elec brute to see just how often it fired. These results are in an ideal situation where every time you hit footstomp, you hit ten enemies. Typical gameplay does not allow for this.

    What it shows me is that I still need to place Armageddon in Footstomp. It also shows me that since my recharge of footstomp isn't under 10 seconds, I'm not able to say whether FF is working or not.
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Record Session Duration: 14:36
    Footstomp Fired: 58 Times (3.97 per minute)
    Force Feedback Fired 34 Times (2.33 per minute)

    Footstomp hit 540 times, implying that almost every application was at saturation.

    Total Recharge bonus per second is:
    [(2.33 * 5 * 100 ) / 60]= 19.474

    So about a 20% bonus to recharge.


    Edit:
    Oh and the rest of the fun data:
    Total recorded DPS (including AoE): 431.97
    Lightning Field accounted for 120.67 of that
    Don't let anybody tell you Lightning field isn't for damage.
  10. Tonality

    Elec/ question

    Chain Induction works perfectly now. There are no bugs with the power now.
    The XP problem was dealt with a long time ago. The proc bug was dealt with this issue.
  11. Just another forumite stopping by to congratulate you on another well-done video.
    NC Soft doesn't know what they are missing. I do think the devs know what they are missing.

    As to the employment thing, I am overqualified for the jobs I'm applying to all over the country and yet, nobody is even showing remote interest. Just keep plugging away and somebody is bound to realize just how talented you are.
  12. I would love the ability to customize granite armor.
  13. Quote:
    Originally Posted by Hertz View Post
    The mezzes in the game, as implemented, hurt various powersets to widely varying degrees in the PVE game. I have a hard time understanding how it is balanced.
    Wut?

    You're playing a squishy. You get a lot of perks that melee AT's don't get. For example, buffs, debuffs, an arsenal of either ranged control or ranged attacks. I tell you what. Give my brutes fulcrum shift and we'll talk balance.

    Quote:
    Anything which can mez enough to be a threat to a Tanker or a Scrapper can really play havoc with most other Archetypes. The trouble is, some enemies are apparently balanced that way.
    Name one circumstance solo where you are facing a magnitude 13 mez. (besides Ghost Widow).

    Quote:
    I would personally advocate that the sheer volume of mezzing in the game is reduced somewhat, and Tanker and Scrapper protection is reduced to compensate. That would mean all Archetypes face an occasional risk from mezzes, but the disparity would not loom so large between, say, a Force Field fire-and-forget buffer and a Radiation toggles-shut-down debuffer, or between a Stone Tanker and a mere Blaster.
    You are seriously suggesting that there be parity between a Stone Tanker and a Blaster?

    My brutes would like to have a word with you. Outside in the alley.
  14. Quote:
    Level 1: Charged Armor ImpSkn-Status(A), ImpSkn-ResDam/EndRdx/Rchg(40), ImpSkn-EndRdx/Rchg(40), ImpSkn-ResDam/Rchg(45), ImpSkn-ResDam/EndRdx(45)
    So a powerset that provides incredible endurance management tools needs a set used to improve recovery? If you're going S/L defense, switch this to reactive armor.

    Quote:
    Level 16: Tough Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-ResDam(43)
    Again, why not reactive? I'd focus on improving S/L/E/neg over fire/cold. There isn't that much of this in the game.

    Quote:
    Level 26: Grounded ResDam-I(A)
    Why not a steadfast KB protection or the 3%? The resistance bonus to negative you get from this is barely 2%.

    Quote:
    Level 30: Lightning Field Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), Efficacy-EndMod/EndRdx(31), Efficacy-EndMod/Acc(34), Efficacy-EndMod(37)
    Try Scirocco's Acc/Dam/End, Dam/End and Multistrikes Acc/Dam/End and Dam/End. Save a slot.

    Quote:
    Level 38: Hasten RechRdx-I(A)
    I like hasten with 3 recharge IOs.

    Quote:
    Level 41: Gloom SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/Rchg(42), SipInsght-Acc/EndRdx/Rchg(42), SipInsght-ToHitDeb/EndRdx/Rchg(43), SipInsght-ToHitDeb(50)
    Absolutely NO. Scrappers would kill for access to Gloom. It's that good.

    Quote:
    Level 44: Dark Obliteration Cloud-Acc/Rchg(A), Cloud-Acc/EndRdx/Rchg(46), Cloud-Acc/ToHitDeb(46), Cloud-%Dam(46), Cloud-ToHitDeb/EndRdx/Rchg(48), Cloud-ToHitDeb(48)
    Stop it. You're killing me...slowly.
    But the set bonuses!
    No.

    Quote:
    Level 47: Darkest Night EndRdx-I(A), EndRdx-I(48)
    Take a look at the bonus if you 4-slotted this with Dark Watcher's.

    I just noticed you didn't take the fitness pool. Health is still very handy to have on a brute. At the very least, you want health.
  15. Animation time for Charged Brawl: 0.83 seconds
    Animation time for Havoc Punch: 1.5 seconds
    Animation time for Jacob's Ladder: 1.67 seconds

    When choosing between charged brawl and havoc punch, charged brawl is the better choice for the faster animation time (nearly half), which allows you to build fury easier. And if you don't mind Havoc Punch, for a slight increase in animation time, you have Jacob's Ladder, another place for you to put an obliteration set.

    Doctored wounds is perfect for energize. Capped recharge AND a 5% recharge bonus? Yes please.

    edit:

    I really couldn't find much else to offer for your build. It looks good.
  16. Restart your computer. My screen was black, so I thought it was some odd setting. A reboot solved my problem.
  17. Tonality

    free giveaway.

    Quote:
    Post Deleted by Moderator_08
    Nope, you have something in common with me, having been a professional musician for classical, rock, and jazz.

    Quote:
    Originally Posted by eltonio View Post
    iyou guys should keep up with the hatred.
    I don't hate you at all, City. I just find that you sometimes go a little over the top, like you did with the rest of your post. What happened to the friendlier attitude you used to have? What's the phrase? C'est la vie?
  18. Perma Energize is over-rated. There are much better ways to improve your survivability such as +HP/Regen or melee or S/L defense.
  19. Tonality

    wut?

    I thought you posted that picture because "Skul Kil U".
  20. Quote:
    Originally Posted by Futurias View Post
    No, reducing being mezzed is not the same as removing mezz from the game.
    In most circumstances, you will only be faced with a low magnitude of mez. Thus, you are practically removing mez from the game. When solo, you often will only encounter one mob capable of mez. The suggested level of mez removes this possibility.

    On a team, if you are attracting that much aggro, you deserve the mez. This is where the learning to play argument comes in. If you are getting mezzed on a team as a squishy, somebody isn't doing their job.

    Quote:
    To be quite truthful, the level of mezz protection in the VEATs is about where I'd put the lower tiers. You can still get mezzed, but you are in no danger from perma-mezzing or .05 second Mag 1 detoggle mezzing that just designed to drop your 'offensive' toggles (that might be your biggest defense of debuffers.)
    You obviously have never played a VEAT.

    1)Crab Spiders armor is a magnitude 4 protection. Add to that fortification, and you have better mez protection than a brute (8.3 for a total of 12.3)
    2)Bane Spiders only have the magnitude 4 armor, but this also is plenty against most things in the game.
    3) Widows and Fortunatas have a mag 10 protection

    Quote:
    I do find it funny that people are shouting 'learn to play' or 'play against specific enemies.'
    I'm glad you're amused.

    Quote:
    How anti-thematic is is for your 'hero' of 'super-villain' to play to specific weaknesses always?

    "Sorry guys, they might have a bit of Kryptonite. I'll just go beat up the Muggers. They never have Kryptonite. So what if I'm not being as heroic as you that doesn't have my weakness!?"
    I never saw Superman not try to fight back just because someone had kryptonite. He dealt with his weakness. So should you.
  21. Tonality

    Build for EM/SD

    Quote:
    Originally Posted by DieTheVillain View Post
    but would be good for PVE/PVP also
    Neither electric or shield are a good choice for PvP. Electric Melee is very poor for taking out single targets, which will be the majority of your encounters in PvP while shield is a defensive set without the ability to generate the defensive numbers necessary for PvP. While energy aura and super reflexes both have tier nines that allow them to be difficult to hit in PvP, shield does not.

    Also, elec/shield brutes tend to be more expensive options for farming, while cheaper sets have similar performance. Unless you are willing to invest about 800 million inf, there are better options. I would call elec/shield a farmer's toy.
  22. Quote:
    Originally Posted by JohnX View Post
    Not all humans are mammals but all mammals are humans.
    A mouse is a mammal.
    Therefore, Mickey Mouse is human.

    I think you meant to say:
    Quote:
    Not all mammals are humans, but all humans are mammals.
  23. There are IO's on the market that sell for as little as 5,000 inf. Spend a little bit of time at the market and sort them by category (melee, ranged...). Then go through and find what is cheap and start looking at the numbers. Write them down. What you will find is if any IO modifies more than one aspect, it becomes even more efficient. For example, at level 50:


    Accuracy SO - 33.3%
    Accuracy IO - 42.4%
    ----Set IOs
    Acc/Dam - 26.5% each
    Acc/Dam/Rech - 21.2% each
    Acc/Dam/Rech/End - 18.5% each

    Now let's put that into practice.
    5 slot a single target attack with lvl 50 SO's. 2 acc, 2 dam, 1 end.
    It yields 66% acc, 66% dam, 33% end redux
    5 slot the same attack with generic IO's equivalents.
    84.4% acc, 84.4%, 42.4% respectively.

    Now let's look at some cheaper sets out there.
    -Focused Smite Acc/Dam/Rech, lvl 40 19.3% each
    -Focused Smite Acc/Dam, lvl 40, 24.13 each
    -Focused Smite Acc/End/Rech, lvl 40, 19.3% each
    -Smashing Haymaker Dam/End/Rech, lvl 35, 18.35% each
    -Smashing Haymaker Acc/Dam, lvl 35, 22.94%

    Now if you notice, I'm even picking sets that aren't in 50 range, which means you can get them before you're 50 and keep them until you have the desire to upgrade. It also means they are often quite inexpensive and that the salvage needed can often be cheaper as well.

    Let's total this up.
    84.10% acc
    83.24% dam
    37.65% end
    56.95% rech

    Compare this with the level 50 generic IOs, and you will see that lower level IOs that modify several aspects actually manage to better enhance your attack. Now, the set bonuses are nothing to write home about, but the actual strength of that attack is now much better.

    If you haven't, go to http://www.cohplanner.com to check out Mid's Hero Designer. It may help a bit with the math, while you sit at the market and start seeing just how cheap these can be.

    And yes, you will save money if at around that level you buy Set IOs, because you won't be buying SOs every few levels.
  24. Quote:
    Originally Posted by Futurias View Post
    Is it challenging or annoying? Why shouldn't I be able to play a bit more 'gung ho' as a defender who is normally has to play like I'm terrified of anything boss-like with mezzing?
    It's challenging. If you don't like playing the AT, then don't. I play corrs regularly, and rarely have to deal with mezzes. When I do, I have break frees, or I can make one from sets of 3. I rarely need them.

    I took my rad/kin corr on a backroom freak map once with a tray of breakfrees. On that particular map, I was at the aggro cap for myself and had to stay alive, in spite of the fact that freakshow attacks often stun. If I can manage to do that, I think the AT works fine.

    As your argument is subjective, I cannot argue with you other than to tell you I disagree. You will also find the majority of people here disagree with you.
  25. Absolutely no.

    If you are on a team, why isn't your tank holding the aggro to keep you from being mezzed? If you are soloing, why can't you use your tools to avoid the mez? Many ATs that can be mezzed have access to a hold sometime in their tier.

    Part of the challenge of playing a squishy AT is dealing with the weaknesses. CoH is hardly a challenging game compared to others.