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Posts
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Those are all good combos.
SS/Elec has good endurance tools to help with the rage crashes, and a damage aura. SS/WP has great survivability and endurance, and SS/Inv can tear apart Cimerorans.
The other combo I'd suggest is SS/SD. Rage + Fury + Against All Odds = A beautiful thing. -
If you look at the group of 6 buttons above your power selection area and to the left of the slotting area you use, you'll see one called View Totals. Click that and hold your mouse over Max HP.
Anyway, check out the Apocalypse set for the first two set bonuses. So it might be a good idea to get a few more slots in mace blast for the HP. I suppose I did recommend web envelope though. Yeah, web envelope is nice. The cheaper option of that is the devasation set.
Also, the only benefit you get from the 'heal' set bonus is when you fire aid-self, so focus on +HP/regen, not heal.
Titanium armor has a +HP bonuse at 3. I love reactive armor, but your defense you're getting isn't that great from the set, and if you're focusing on PvP, it's not that important anyway.
Quick Recovery and Stamina can get a HP bonus at 3 perf-shifters. Ideally, adding a 4th slot to the two really helps your endurance.
Anyway, if you're looking to spend this much on a PvP toon, I really would want to point you to invulnerability. You'll be able to get a LOT more HP out of that, and pairing it with dark for siphon life or superstrength for rage will really get more out of your investment than the fire/wp.
Sure you can make it good at pvp, but if you're wanting to invest a lot, why not go for a better platform by which to PvP with? I mean, it's like wanting to build a ford pinto for racing when you could just as easily race with a porsche.
Anyway, if you do want to make that character perform better, you should be able to squeeze in at least another 300 HP. -
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Quote:When posting builds, don't use demonic, or force of nature, as it makes it difficult to quickly ascertain the capability of the actual build. Auto-accos are ok, but the others really distort things. Even moreso with the temp powers you activated. That really skewed your numbers, as I was looking at the sets and your 42% S/L defense after I turned off demonic and still wondering how you managed that without a single Kinetic Combat.Starting to get the hang of Mids... here is my latest incarnation for a FM/WP Brute.
Onto the build:
I like to play the market and farm from time to time. I don't have the cashflow or inclination to invest this much into a build, especially with those PvP IO's. I hope you either stockpiled them up before they were available and affordable, or you really will be hard-pressed to get those.
One key thing you are lacking is substantial knockback protection. Anyone with KoB will send you flying, and any person with a good knockout power is going to be able to keep you from attacking very well. Ideally you want around 42 KB protection. Yes, 42.
You want an interrupt in Aid Self. Unlike PvE, you're fighting an intelligent player and if they know they can keep you from healing, they will.
Web Envelope is better for PvP than mace blast. Actually, taunt is also useful, as you'll be more of a taunt bot. For dueling, I suppose neither are necessary.
Using Numinas over generic heal IO's in health adds more hp/regen. -
Procs work by triggering on the target (excluding global uniques like LOTG 7.5, Numina, etc). The problem is that the target isn't you when you use chain induction, or any other end-drain attack, because the end-drain is being done on the enemy. There is a small chance of it affecting you, which I have not tested to see if under this circumstance the proc has a chance at triggering on you. However, given that those attacks have a 10% chance of returning endurance, and a 10% chance of perf firing, it isn't going to happen reliably enough to even be worth it. I haven't wasted a respec testing this, but I've gone with the general knowledge base in the FAQ on procs in the Market/Inventions forum. I'll go with what has been already tested there.
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Quote:This, very much this.At least he's entertaining
One thing i will say about you powers, you never get upset, or flame anyone. Even if ALL, again, ALL!!! of your ideas are shot down
There are some people that post on the suggestions forum that have a hissy fit when their beloved idea is shown that it really isn't that great. Yet I have yet to see Power throw a fit that one of his suggestions wasn't good.
What I find stunning is that quite a few people have felt the need to neg-rep Power. He posts a lot of suggestions, but he's quite harmless. On top of that, at least one of his suggestions that I know of was excellent.
I present Power's Break-Out Event -
I turned your bubble from red to green. Your intentions were noble, and you didn't deserve any negative rep for these posts.
While a lot of vets frequent these boards (you'll see some with lots of posts), there are also new players that come here for advice for builds, for fun combos, and even to suggest an idea they might have.
Your idea of making a list of 'fun' combos was a good one. We do have the player guides forum here which is centered around helping players. I'd take a look around that forum to see how players do guides there if you haven't seen them.
Anyway, welcome back to the boards. -
Not quite.
95% Dmg Enhancement
180% from 90% Fury
65% from AAO at 10 mobs
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340% dmg out of 400% -
When I read this list, I don't see any real variation. For example, you like fire blast, so you've paired it with a few sets. Certainly Rain of Fire/Tar Patch is great, but you could say the same about sleet with a Cold.
Then you do the same thing with Brutes. Dark Melee is good, but as I mentioned in your post in the brute forums, there are circumstances where other sets actually offer better mitigation than the heal of siphon life.
What you seem to be doing is trying to identify sets that synergize well with each other. There are many, many combinations that work great together, and of those that you listed, only the DM/Elec and the Fire/Dark are typical synergistic pairings, with the DM/Elec being less-so now that we have energize. Actually, Dark/SR offers a lot more survivability than a DM/WP brute offers, while a Dark/Shield offers better AoE potential than a Dark/Elec.
I also don't quite understand why this was reposted so many times. While it is nice that you are offering advice on some fun combinations, reposting it borders on spam. -
Quote:A 45 minute speed ITF is far less draining than a casual 2 hour ITF.Is it though? I would think casual would equal leisurely. I would consider a speed TF to be higher impact - requiring more attention and more energy. Like say, running a 5:00 mile as opposed to jogging for 30 minutes. You also need to be somewhat skilled to be able to pull off one, whereas any old joe can accomplish the latter.
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Quote:Willpower's strength lies in Rise to the Challenge, which is incredibly effective fighting multiple mobs. However, against AV's and in PvP, neither one of these encounters really offers the regen buffs needed to stay alive.hmm, I have seen a few that are near godly... and I dont want another SR or Regen, I have both as scrappers, I get ragged on a lot over the regen and the SR is rather boring.
This is my second villian!! I wanna smash! lol
Anyway, I still am fighting with Mids... I hate this program, it's smarter than me!
For soloing an AV, stacking appreciable levels of defense, you can possibly herd up some even-con minions and let them boost your defense. However, you are still playing with fire here. A couple lucky rolls and you'll be hurting. There is no way I'll be able to make a fire/WP build that can even come close to performing like my DM/SD for single-target survivability.
Instead, play to your strengths. Build up some decent HP to improve your regen. Maybe stack on some defense to increase your survivability, and just have fun soloing ??/8 maps on it. -
I was responding to CBeet's build, not yours.
edit: Which apparently is not the build either, because I was looking at a claws build. Well, whatever build I opened yesterday had issues. Actually it looks like I opened the DM/Fire and made a few comments and then was looking at a claws/WP. Hmm, wow, ok, ignore that post. I'll be able to examine it more detail later. -
A lot of those PvP IO's aren't readily available on the market.
Mids has a feature called the 'set bonus finder' which is under the window menu. You can then easily see all the IO sets available to offer +HP and begin to better examine your build. ATM, I'm heading to bed, so I can't offer much advice right now.
The only thing I see at a quick glance is hit the ED cap for HP in High Pain Tolerance. -
Quote:This, though I lean towards using triple or quad-aspect IOs, such as a combo like:Pretty good points for the most part, about Siphon Life though: 3 acc 3 recharge isn't a very good slotting for it. Its a tricky power to slot because you want good acc/dam/heal/end/rech values which is pretty hard to do with SOs/generic IOs.
I would recommend people frankenslot Siphon Life, for example Acc/Dams from melee sets, Heal/Ends from heal sets and get recharge from triples from either type. Siphon Life is a fantastic power that both gives good healing and damage, it'd be a shame to neglect either (or both) aspects.
Touch of the Nictus: Acc/End/Heal, Acc/End/Rech, Heal
Mako's: Acc/Dam/End/Rech, Dam/End, Dam/Rech
Yields:
60.95% acc
71.40% dmg
85.71% end redux
63.60% heal
66.25% rech
(and some decent set bonuses)
Or:
Hami Golgi x 2
Mako Acc/Dam/End/Rech
Crushing: Acc/Dam/Rech, Acc/Dam, Dam/Rech
yields:
66.25% acc
89.93% dmg
83.64% end redux
66.60% heal
66.25% rech
(not so much on the set bonuses here) -
Quote:Frankenslotting Crushing and Touch of the Nictus, or going the Hami-O route will give you the best of both worlds.I don't see a few % differences in damage as an issue on a Brute build, as the combination of Fury and inbuild +damage (in this case, Soul Drain) makes up for it somewhat, but I certainly get what you mean, every bit of damage helps. The build I posted was very much made with my play style in mind, so I'm glad it's just being used for inspiration for your own. The combination is alot of fun and a bit of a challenge, but a bit more challenge in this game can be seen as a good thing
Have fun with the combo!
As for the build, Going for the soft-cap really does reduce your offensive capability. For example, followup has poor accuracy, which means at a higher-level difficulty (the only reason why you'd even need to worry about survivability with defense) it isn't going to be incredibly accurate.
I'd rather add a healthy amount of defense (say around 36%), enough to easily soft-cap me with a single luck when I need it and know I can tear through enemies a lot quicker.
Now slotting:
you'll find the eradication energy proc will increase your damage output. Replace the dam/rech of erad, and then use scirr's acc/dam/end and dam/rech. You don't get as much of a damage bonus, but the proc in an AoE more than makes up for this.
Putting an achille's heel -res proc in slash and incorporating it into your attack chain will also help you kill tougher targets faster.
Using numinas in heal, HPT, RTTC, and whatnot will increase your regen and your HP.
For endurance-efficiency, at 3.71-1.9 (1.81 eps), you're going to have a fairly rough time constantly running, especially if you like to spam spin. You want to get about 2.5 or hopefully around 3 net EPS to have a continuous attack chain (which is where claws really shines) -
Alright, dark melee is a nice set.
At the same time, in some situations, I would actually suggest that SS is superior to DM for survival, as AoE KD can be incredibly effective at preventing damage that would otherwise limit the healing of a decently-slotted siphon life.
Have you played any other interesting combos? -
Quote:Yeah, if you do have the cash free, go with this over red-fortune. Red-fortune is a cost-saving measure to hit the soft-cap, and the overall result is lower than what you'll get with the other sets. But as Finduilas said, if you skip the KB IO, you won't spend much at all on it.All those Red Fortune are a very slot-intensive way to get Ranged def, especially because it means that the S/L resistance in Deflection is unslotted and the resistance to everything else in True Grit is extremely underslotted.
Instead of 6-slotting RF, drop the End and End/Rchg slots and use a defense set with good 4-slot bonuses like LotG or GotA. Move the extra slots from BA and Weave to two-slot Blessing of the Zephyr (*not* the -KB IO) in SJ and CJ. That will give you almost as much ranged defense (6.26% vs 7.5%) as the three sets of RF.
The two now-empty slots in Deflection can be slotted with common resistance IOs, and you can add a couple of slots to True Grit to more fully enhance the +HP resistance in True Grit.
That's what I would do, anyway. -
I would design an AV build and a Dueling build completely differently.
For starters, I'd stack typed defense on an AV build to increase my survivability. Stacking defense in PvP on a WP is silly, so I'd stack HP instead for a dueling build. So, your two goals are at odds.
Honestly, I'd just stack HP if you'll be doing more dueling, and grab some accuracy.
ATM, I don't have time to critique your build, but there are plenty of helpful people around that will be glad to do so. -
I type 123 instead of 000 if I'm in a hurry to bid. Saves me inf.
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Since you are already hardcapped to energy damage, place a steadfast KB protection in grounded. It will help on the occassion when the game decides you're actually not on the ground or jumping mid-air. Knockback is annoying.
I wouldn't 6-slot crushing impact. I'd consider a proc for more damage or just 5-slot them and use the slots elsewhere.
Performance shifter is better than efficacy in stamina.
edit: If you're bent on using efficacy, pick up the end mod/end redux over the triple for better numbers. Although, if you're going for regen, I can see the point of efficacy. I suppose endurance isn't really a worry on an elec.
Multistrike dam/end is cheaper than Cleaving Blow Dam/End because iirc, Cleaving requires rare salvage. Since you're frankenslotting LF, it makes sense to use the cheaper choice.
Is Psi really that prevalent that you need to slot that many imprevium psis?
Personally, I'd pick another APP. You don't need to worry much about endurance, so why not pick a patron that offers more damage, like fire? In the process you can cram even more recharge in (basilisk in char, apoc in flares, rag in fireball)
For energize, grabbing the two triples (heal/end/rech) over heal/end will give you even better results. -
Market fees are annoying, but you might have a better chance selling it on the market, since there are some players that don't read the forums.
Best of wishes with that sale. -
Ignore the IO sets in this build. This is a WIP, and I plan on reslotting siphon for a little better numbers.
Notice the lack of taunt. Run in there, let the taunt aura do it's work, and if a squishy is stupid enough to attack before you've arrived, hard lessons are great. I'd probably swap darkest night out for dark oblit for some more AoE and better aggro. Also notice that I didn't pick up my aura until later. You'll want to hold off until you've gotten your end under control. You'll also notice it's slotted for damge and end redux. I've seen many players that never knew Lightning Field really puts out a tremendous amount of damage over time.
For leveling up, I might reorder the powers a bit. I took tough too late. For IOing, you probably don't want to throw this kind of inf at it. I'd go the +HP/rech route on this and rely on siphon life. Look to slot in touch of the nictus triples, and a few other triples maybe this:
Touch of the Nictus: Acc/End/Heal, Acc/End/Rech, Heal
Crushing Impact: Dam/End/Rech, Acc/Dam/Rech, Dam/Rech
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: Dark Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/EndRdx/Rchg(19), T'Death-Dam%(48)
Level 1: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(5), TtmC'tng-EndRdx(23), HO:Ribo(40)
Level 2: Shadow Maul -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(3), Armgdn-Acc/Rchg(11), Armgdn-Acc/Dmg/Rchg(15), Armgdn-Dmg/Rchg(19), Cloud-%Dam(40)
Level 4: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(5), TtmC'tng-EndRdx(23), HO:Ribo(40)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Siphon Life -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg(17), HO:Golgi(37)
Level 10: Hurdle -- Jump-I(A)
Level 12: Touch of Fear -- Abys-Acc/Fear/Rchg(A), Abys-Acc/Rchg(13), Abys-EndRdx/Fear(13), Abys-Acc/EndRdx(25), Abys-Dam%(25)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Numna-Heal/EndRdx(46), Heal-I(46), RgnTis-Regen+(48)
Level 18: Grounded -- S'fstPrt-ResKB(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(34)
Level 22: Static Shield -- HO:Ribo(A)
Level 24: Lightning Reflexes -- Run-I(A)
Level 26: Soul Drain -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Acc/Dmg/Rchg(27), Oblit-Dmg/Rchg(37), Oblit-Acc/Rchg(37)
Level 28: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(34), Dct'dW-EndRdx/Rchg(43)
Level 30: Lightning Field -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx(31), Efficacy-EndMod/Acc(43)
Level 32: Midnight Grasp -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(33), Hectmb-Acc/Rchg(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Dmg/Rchg(34), T'Death-Dam%(48)
Level 35: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/Acc(36), Efficacy-EndMod/Rchg(36)
Level 38: Power Surge -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-ResDam/EndRdx/Rchg(39), TtmC'tng-EndRdx/Rchg(39), Aegis-ResDam/Rchg(39)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-ToHitDeb(45)
Level 47: Boxing -- Empty(A)
Level 49: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(50), TtmC'tng-EndRdx(50), HO:Ribo(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 2.25% Max End
- 62% Enhancement(Accuracy)
- 57.5% Enhancement(RechargeTime)
- 2.75% Enhancement(Terrorized)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 264.2 HP (17.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 7.15%
- MezResist(Sleep) 10.5%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 14.5% (0.24 End/sec) Recovery
- 32% (2 HP/sec) Regeneration
- 6.3% Resistance(Fire)
- 6.3% Resistance(Cold)
- 5% RunSpeed
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Quote:First of all, Energy Aura is so pretty. Electric armor is not teh pretty.Wailers tear up Electric Armor. Well OK, everything tears up Electric Armor.
But yeah, now that I'm leveling an Electric Armor Brute, you've just reminded me of the Wailers, and boy that just might make me ragedelete him yet again. Poor guy's been ragedeleted a dozen times, but the memory of how good ElA isn't fades with time and it's just so pretty.
Secondly, what is your primary you paired with elec? The set works best paired with either dark or a set with good AoE knockdown capabilities.
These brutes disagree with you and did not have difficulty getting to 50. Yes, they are IO'd to the gills now and nigh-unkillable, but I had no problem tanking on teams if players were competent. However, the first two were built prior to the addition of energize and managed to do just fine with aid-self - even in the midst of mobs (I had plenty of practice). If I'm dying on a team, it's because the team isn't pulling their weight and they're relying too much on me. Buffs and support makes huge difference while leveling up. -
I could get behind this possibly if these characters were limited to a single zone, flagged as PvP only, and were simply player controlled monsters, with no potential for leveling. A player is randomly selected to turn into a monster, while surrounding players seek to kill the monster, which if successful, have the option to become a monster. There would be potential for multiple monsters in the zone, depending on population.
In addition, perhaps allowing players in the zone to flag themselves for PvP or not would allow players not as comfortable with PvP to only focus on taking down a player-controlled GM without worrying about a gank, while other players could choose to go the FFA route.
Sort of like a halo skull match.
However, I only like this suggestion if it doesn't affect any PvE environment, and also becomes a little more PvE friendly for curious PvP'ers.