Twilight_Snow

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  1. In terms of defending (using the empathy power set, some people "defend" differently), I think the best you can do is to take most of the powers from the empathy power set, and then optimize your build for +recharge. I made a build below by changing yours. Hasten is nearly perma, you can fort 7 people, and keep AB perma on a selected person.

    For dark blast and power pools, there isn't a best way to pick and slot the powers. As you can see from the response in the thread, different people have different opinion. I think the baseline here is that you have enough attacks to help the team when healing is not necessary, and the attacks are properly slotted. If you skip fitness, you will spend some time in the front line using dark consumption, then I think you might as well pick soul drain. Since dark pit and oppressive gloom stacks, so it's a good combo. I don't know how much inf you have, I guess you probably don't need pvp or purple IO if you're not going for some sort of ultimate build.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Help Me Help YOU: Level 50 Natural Defender
    Primary Power Set: Empathy
    Secondary Power Set: Dark Blast
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Teleportation
    Power Pool: Leaping
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5)
    Level 1: Dark Blast -- Entrpc-Heal%(A), Entrpc-Acc/Dmg(9), Entrpc-Dmg/Rchg(9), Entrpc-Dmg/EndRdx(43), Entrpc-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg/EndRdx(46)
    Level 2: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15)
    Level 4: Absorb Pain -- Heal-I(A), Heal-I(11)
    Level 6: Resurrect -- RechRdx-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13), RechRdx-I(25), RechRdx-I(40)
    Level 10: Clear Mind -- EndRdx-I(A)
    Level 12: Fortitude -- LkGmblr-Rchg+(A), HO:Membr(33), HO:Membr(34), HO:Cyto(36), RechRdx-I(36), EndRdx-I(42)
    Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(36), LkGmblr-EndRdx/Rchg(37)
    Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(33), Posi-Dmg/EndRdx(34)
    Level 18: Recovery Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/EndRdx(19), RechRdx-I(40), RechRdx-I(43), EndRdx-I(45)
    Level 20: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(21), Stpfy-EndRdx/Stun(21), Stpfy-Stun/Rng(23), Stpfy-Acc/Stun/Rchg(23)
    Level 22: Gloom -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(25), Entrpc-Dmg/Rchg(34), Entrpc-Dmg/EndRdx/Rchg(37), Entrpc-Heal%(39), Thundr-Acc/Dmg/EndRdx(39)
    Level 24: Super Speed -- Run-I(A)
    Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Rchg(27), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(29)
    Level 28: Recall Friend -- Zephyr-ResKB(A)
    Level 30: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(33)
    Level 32: Adrenalin Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(37), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(42)
    Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 38: Assault -- EndRdx-I(A), EndRdx-I(39)
    Level 41: Oppressive Gloom -- HO:Endo(A), HO:Endo(43)
    Level 44: Dark Consumption -- RechRdx-I(A), P'Shift-Acc/Rchg(45), P'Shift-EndMod/Acc(45), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(48)
    Level 47: Soul Drain -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx(48), AdjTgt-ToHit/Rchg(48), AdjTgt-EndRdx/Rchg(50), AdjTgt-ToHit/EndRdx/Rchg(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run
  2. Twilight_Snow

    Tricks to EA?

    Quote:
    Originally Posted by Kheldarn View Post
    Every time I think about making an /EA Broot, I look the powerset and various guides over, and decide against it. The Weaknesses Twilight lists in her guide are usually why...
    hm...that's how you use my guide: to convince people not to try it.

    I don't think EA's weaknesses are particularly bad. Other power sets have their weaknesses too. To remove the problems of EA is basically making EA into SR. In my opinion, the strength or the special features of EA are not strong enough to be appealing to players. For example, I still have a hard time trying to make stealth useful for a brute. And we have to find ways to use the huge amount of endurance provided by energy drain and conserve power. If the special features of a power set are not appealing, then what remains in the set is just a collection of standard toggles and passives.
  3. Twilight_Snow

    Tricks to EA?

    You can check out the EA guides in the sticky thread. Feel free to take a look at my EA guide as well.

    Since you just made your EA brute, I believe its level should be quite low. People like to brag here about the difficulties that they can handle. I would set the reputation such that it can present a challenge while you can still handle it well. For defense-based power sets, there will be huge improvement in their performance after soft-capping defense with power pools and IO set bonus. So, you might want to bump up your difficulty after soft-capping.
  4. Quote:
    Originally Posted by Dark_Jeremy View Post
    I have just tested it out on an ae mish by myself set for eight and 2 levels higher. This brute is nasty
    You should try missions with Cimerorans x8/+2 and bosses.
  5. I think resistance power sets are pretty tough with defense buffs. Defense power sets needs resistance buffs. Regen should do well with either kind of buffs.

    Maybe it's me, I think that some teams nowadays are like 8 independent players put together as a team. Maybe the only thing that the team leader will care is that there is a radiation to do debuff. Other than that, each member is expected to take care of themselves.
  6. This question was debated before. In real life, a lightning rod is usually installed at the top of a building, and electrically connected to the ground. If the rod is connected to the ground, the lightning has a preference to hit the rod instead of the building. I guess this is the thematic reason for a player to be on the ground to use lightning rod.

    Quote:
    Originally Posted by Samuel_Tow View Post
    can lightning only strike the ground? What about all those planes that get hit by lightning?
    Lightning can strike anything. However, if an object is connected to the ground, the strike is more likely to occur.

    I think it is not really necessary to require a player to be on the ground. As mentioned, lightning can strike things not connected to the ground. I believe if a person has the ability to control lightning, the person doesn't need to be on the ground. If the designer of the power insists that the ground is necessary, then one solution is to allow players to use it when they are close to the ground, or apply -fly for a few seconds to drop them to the ground. Maybe rename the power to lightning flash or lightning strike because a lightning rod implies that it should be somehow connected to the ground.
  7. I use 2 level 50 endoplasm HO. I didn't use MA missions. The mission that I used is from Daedalus, a contact in Cimerora. He has a mission with Ghost Widow inside. I tested again today against a level 54 Ghost Widow, and I could put a detention bubble on her with 2 HO. Maybe, the Ghost Widow in STF is tougher.
  8. Quote:
    Originally Posted by Krogoth View Post
    Did you test with a defender or a controller?
    Defender.
  9. Quote:
    Originally Posted by Krogoth View Post
    To cage a tower requires no slotting. However, if you would like to cage AVs, 3 Hammi Acc/Mezz are required for a +4 AV.
    You can take a look at my post 2 months ago.
  10. Quote:
    Originally Posted by Mortimer_NA View Post
    Is there any point to taking both Repulsion Field and Force Bubble?
    It's better that you take them, and then find out whether you like them or not. You can respec later to get rid of unwanted powers.

    For force bubble, if you can soft-cap defense yourself, then you're basically building a little fortress for the squishies in your team. I usually stand at the very back of the team as the force bubble has very large radius. If a person want to avoid melee, then he can move inside the bubble. But you do need to make yourself pretty tough such that you can take the aggro. There are other uses like blocking an entrance. I don't usually use it to push mobs to a wall or a corner, although it can be used this way (usually, some mobs can squeeze their way out, so they scatter and it doesn't work as clean as you wish it to be).

    Repulsion field is basically a personal version of the force bubble. If you don't use force bubble, you can simply turn on repulsion field and forget about it. It knocks back mobs that want to melee you. Usually, a mob can hit you once before being knocked back, but the mitigation it provides is ok, I think.
  11. I usually figure out a theme for my toon, and then optimize the IO bonus according to the theme. Sometimes, the theme is quite obvious, for example to make the existing strength of a toon even stronger, or to patch its weakness. It's not always necessary to come up with a theme that is useful, very often I do it just for fun. I think it's ok as long as your IO-ed toon is not worse than one that is properly slotted with SO.

    If I can't think of a particular way to optimize my toon, I will simply use SO, or cheap IO sets. Even without the bonus, IO sets are nice as they enhance multiple attributes of a power much better than SO can do.

    Quote:
    Originally Posted by plainguy View Post
    I guess I am wondering when is it wrong to put too many procs in attack powers ? Or is it wrong to start placing 1 proc in a 6 slotted attack ?
    I think the proc is just for fun. As long as you don't gimp your attacks by using procs, then it is ok.

    Quote:
    Originally Posted by plainguy View Post
    Should you always try to cap at least one defense ?

    Do I really, really need to pickup Tough, Weave and Combat jump to get the defense cap? I really want something different then the other guy build wise.
    If you play an offensive toon that face plant a lot, then you can consider higher defense. Otherwise, purple inspirations and buffs from your teammates should be able to keep you alive.

    Quote:
    Originally Posted by plainguy View Post
    When is too much recharge too much ? Is there a recharge rate each AT type is should be targeting to get ?
    If your toon has an uber power with long recharge, then you want higher recharge. For example, perma dom, perma dull pain, fortitude 7 people. If you don't have such powers, then higher recharge just helps you to cycle your heavy attacks faster. At some point, there is a diminishing return, so you've to judge by yourself.
  12. To the OP: For SR, if you worry about survival, the significant things you can do are to soft-cap defense, take tough and aid self, and enhance max health with IO. Soft-capping defense and higher hit-points shouldn't cost a lot.

    If you want to go beyond this, improvements won't be very significant for a claws/SR brute. In your original build, you tried to get recovery bonus, which is nice and allows you to last in a prolonged fight. +recharge is nice, but SR doesn't benefit from recharge, so it only helps to cycle your heavy attacks faster. You should look at the recharge times of your heavy attacks. I doubt that very high recharge will have a lot of improvements. Whether accuracy bonus is needed or not depends on what you fight.

    There are no right or wrong here. As you can see above, different people have their preference and optimize different things. You probably need to decide what attributes you want to focus in your build.
  13. Quote:
    Originally Posted by nightowl317 View Post
    Yea, I want to avoid IO sets. Pretty much, it comes down to wasting my time and becoming a tedious WW task. I only IO toons that I really like. Even frankenslotting is kind of bothersome to me. If I end up *really* liking this toon, then I'll start to IO or frankenslot it. Otherwise, I'll be satisfied with just common SO's, even if it's just sub-par performance relative to an IO'd empath.
    An SO empathy defender will perform ok. The main difference is that you can put fortitude on only two people, while an empathy built for +recharge can use fortitude on more team mates.

    For your build, I think it's ok. I would put an endurance reduction to your attacks.
  14. Yeah, I would like that. Maybe also allow us to control when they start to blink.
  15. I think it should be pretty clear if they look up the log of people changing information in the master account, and old backup of their customer database. I don't really understand why this can be a problem.
  16. There are guides for brutes stickied in this forum. You can find information about electric armor there.

    For electric armor, you can either optimize it for +recharge such that you can use energize more frequently, or you can go for defense and stack with darkest night. I think you can tell us what you want to achieve for your brute, and maybe some specifics about your preference on power pools and patrons. We can suggest some builds for you.
  17. Quote:
    Originally Posted by plainguy View Post
    I capped out Defense but I have no clue on Brutes or War Mace, and only slightly informed on Shield Defense.

    I am not coming from a lot of money and figured I would save merits for the high end stuff. EG the IOs in health and such. Stealth was my magic key to getting me to Defense Cap. I have 7 slots left over to play with but not sure where even to go with them. Clobber is pretty much empty but not sure if I should go DPS or Taunt with it.

    Anyone with some insight would be greatly appreciated
    The power choice is ok. I would pick combat jumping instead of stealth.

    For the slotting, both pulverize and clobber need to be slotted like an attack. There will be endurance problems if you use a lot of obliteration and eradication IO sets because they are designed for nukes and don't have much endurance reduction.

    I modified your build. Please see below. If you don't have a lot of inf, I don't think the Numina and Miracle sets are essential. If you skip those, I think my build should be quite affordable.

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: War Mace
    Secondary Power Set: Shield Defense
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping

    Villain Profile:
    Level 1: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(45)
    Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def(13), S'dpty-Def/Rchg(45), S'dpty-Def/EndRdx/Rchg(46)
    Level 2: Jawbreaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17)
    Level 4: Battle Agility -- S'dpty-Def(A), S'dpty-Def/EndRdx(5), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(11)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(9), GSFC-ToHit/EndRdx(9), GSFC-Build%(11)
    Level 8: Clobber -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(34), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40)
    Level 10: True Grit -- S'fstPrt-ResDam/Def+(A), ResDam-I(31), Numna-Heal/Rchg(46), Numna-Regen/Rcvry+(46), Numna-Heal(48)
    Level 12: Active Defense -- HO:Cyto(A), HO:Cyto(15)
    Level 14: Kick -- Acc-I(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Whirling Mace -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(21), M'Strk-Acc/Dmg/EndRdx(21), M'Strk-Dmg/EndRdx/Rchg(42)
    Level 20: Phalanx Fighting -- DefBuff-I(A), DefBuff-I(50)
    Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/Rchg(23), Aegis-EndRdx/Rchg(25), Aegis-ResDam/EndRdx/Rchg(25)
    Level 24: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(37), S'dpty-Def/EndRdx/Rchg(39), S'dpty-Def(40)
    Level 26: Shatter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(29)
    Level 28: Swift -- Run-I(A)
    Level 30: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(48), Mrcl-Heal/EndRdx(48)
    Level 32: Crowd Control -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Stamina -- EndMod-I(A), P'Shift-EndMod(39), P'Shift-End%(39)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
    Level 47: Grant Cover -- EndRdx-I(A)
    Level 49: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), DefBuff-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 14% DamageBuff(Smashing)
    • 14% DamageBuff(Lethal)
    • 14% DamageBuff(Fire)
    • 14% DamageBuff(Cold)
    • 14% DamageBuff(Energy)
    • 14% DamageBuff(Negative)
    • 14% DamageBuff(Toxic)
    • 14% DamageBuff(Psionic)
    • 9.88% Defense(Smashing)
    • 9.88% Defense(Lethal)
    • 12.4% Defense(Fire)
    • 12.4% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.8% Defense(Melee)
    • 15.5% Defense(Ranged)
    • 17.1% Defense(AoE)
    • 5% Enhancement(RechargeTime)
    • 27% Enhancement(Accuracy)
    • 10% FlySpeed
    • 185.5 HP (12.4%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 9.35%
    • MezResist(Sleep) 3.3%
    • MezResist(Stun) 5.5%
    • 5% (0.08 End/sec) Recovery
    • 34% (2.13 HP/sec) Regeneration
    • 1.89% Resistance(Fire)
    • 1.89% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 15% RunSpeed
    • 2.5% XPDebtProtection
  18. I slot some of your powers differently.

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    cunning linguist: Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- T'Death-Dam%(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Acc/Dmg(25)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Rchg+(9)
    Level 2: Haymaker -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/Rchg(11), T'Death-Dmg/EndRdx(11), T'Death-Acc/Dmg(13), T'Death-Dam%(13), T'Death-Dmg/EndRdx/Rchg(39)
    Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(17)
    Level 6: Swift -- Run-I(A)
    Level 8: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(21)
    Level 10: True Grit -- S'fstPrt-ResDam/Def+(A), Numna-Regen/Rcvry+(21), Numna-Heal(23), Numna-Heal/Rchg(27)
    Level 12: Active Defense -- HO:Membr(A), HO:Membr(23)
    Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(27), Mrcl-Heal/EndRdx(36), RgnTis-Regen+(37)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Rage -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(29), GSFC-ToHit/Rchg(29), GSFC-ToHit(31), GSFC-Build%(31), GSFC-ToHit/EndRdx(31)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(33), P'Shift-EndMod/Acc(33), P'Shift-EndMod/Rchg(33)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 24: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(25)
    Level 26: Taunt -- Zinger-Dam%(A)
    Level 28: Boxing -- Empty(A)
    Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36)
    Level 32: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/Rchg(34), Sciroc-Dmg/EndRdx(37), FrcFbk-Rechg%(37)
    Level 35: Shield Charge -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(42)
    Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(46), Aegis-ResDam(46)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(50)
    Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 0: Ninja Run
  19. Twilight_Snow

    Energy Aura

    Quote:
    Originally Posted by OneWhoBinds View Post
    In flat numbers, Energy Aura looks like... well, nothing special, but not bad. But there is one thing that it is missing - something that every other defense set (for Brutes, at least) provides in some fashion.

    What is EA missing?

    +Damage. Or rather, some way to increase damage output, to overcome enemies faster.

    Energy Aura has nothing like that. No way to increase damage output at all.
    Energy aura does have something special: stealth and endurance management. However, people think that they are not enough to make up for its weakness.

    It has been suggested before to add a damage/taunt aura to one of its toggles. My preference is to add either a damage buff or chance to build up (or something like that) to energy cloak. This can mimic the effect of giving the mobs a surprise attack because of the stealth.

    Quote:
    Originally Posted by OneWhoBinds View Post
    So... do you think some form of damage boosting ability would bring the performance of the set as a whole up?
    Probably not, unless the damage buff is really large. Depending on how the damage buff is added, it can give energy aura something distinct from the other power sets. This gives people a reason to try out energy aura. Right now, energy aura is like a collection of plain toggles and passives plus a couple powers that people want to skip.
  20. Twilight_Snow

    Defense? Yes!

    Quote:
    Originally Posted by ClawsandEffect View Post
    So just because it's not slotted how you would slot, it isn't proper?
    Did I miss a rulebook somewhere that says powers must be slotted a certain way to be considered correct? Or is it just that everyone is so set in their ways in slotting a blaster that they can't consider any other options?
    I'm not criticizing your build in particular. It's just a general observation that people (including my suggested build above) have to sacrifice quite a lot in order to acquire the desired bonus. Actually, we are just trying to help by posting builds and making suggestions here, and not meant to be offensive.
  21. Twilight_Snow

    Defense? Yes!

    I'm not sure if it's worth it. I want to pick certain powers and slot all powers properly.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/Immob(11)
    Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 4: Fire Ball -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(17), AirB'st-Dmg/Rchg(19), Det'tn-Acc/Dmg/EndRdx(19)
    Level 6: Combat Jumping -- DefBuff-I(A)
    Level 8: Swift -- Run-I(A)
    Level 10: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(23), C'ngBlow-Acc/Dmg(25), C'ngBlow-Dmg/EndRdx(25), C'ngBlow-Acc/Rchg(27)
    Level 12: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(27), RechRdx-I(29)
    Level 14: Health -- Heal-I(A)
    Level 16: Build Up -- RechRdx-I(A), RechRdx-I(29)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(33)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34)
    Level 24: Maneuvers -- HO:Cyto(A), HO:Cyto(36), HO:Cyto(36)
    Level 26: Blazing Bolt -- CalAcc-Acc/Dmg(A), CalAcc-Acc/Dmg/Rchg(36), CalAcc-Acc/ActRdx(37)
    Level 28: Consume -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(37), Efficacy-EndMod(39), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39)
    Level 30: Boxing -- Empty(A)
    Level 32: Inferno -- Erad-Dmg(A), Erad-Acc/Rchg(40), Erad-Dmg/Rchg(40), C'ngBlow-Acc/Dmg(40), C'ngBlow-Dmg/Rchg(42), C'ngBlow-Acc/Rchg(42)
    Level 35: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 38: Weave -- HO:Cyto(A), HO:Cyto(43), HO:Cyto(45)
    Level 41: Snow Storm -- CtlSpd-Acc/EndRdx(A), CtlSpd-EndRdx/Rchg/Slow(45), CtlSpd-Acc/Slow(45), CtlSpd-Rng/Slow(46)
    Level 44: Frozen Armor -- S'fstPrt-ResDam/Def+(A), HO:Cyto(46), HO:Cyto(46), HO:Cyto(48)
    Level 47: Flash Freeze -- LgcRps-Acc/Sleep(A), LgcRps-Acc/Sleep/Rchg(48), LgcRps-EndRdx/Sleep(48), LgcRps-Acc/Rchg(50)
    Level 49: Burn -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(50), Erad-Acc/Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 17.1% Defense(Smashing)
    • 17.1% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 34.3% Defense(Energy)
    • 34.3% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.4% Defense(Melee)
    • 24.3% Defense(Ranged)
    • 3% Defense(AoE)
    • 7.2% Max End
    • 2% Enhancement(RunSpeed)
    • 2% Enhancement(FlySpeed)
    • 2% Enhancement(JumpSpeed)
    • 2% Enhancement(Knockup)
    • 2% Enhancement(JumpHeight)
    • 2% Enhancement(Knockback)
    • 21% Enhancement(Accuracy)
    • 3% Enhancement(Immobilize)
    • 3.75% Enhancement(RechargeTime)
    • 4% Enhancement(Sleep)
    • 12% FlySpeed
    • 40.7 HP (3.37%) HitPoints
    • 12% JumpHeight
    • 12% JumpSpeed
    • MezResist(Immobilize) 4.95%
    • 20% Perception
    • 10.5% (0.18 End/sec) Recovery
    • 1.88% Resistance(Negative)
    • 12% RunSpeed
  22. Quote:
    Originally Posted by Neogumbercules View Post
    So most people would agree that time bomb is a pretty useless power. It routinely shows up in those "worst power ever" threads. It takes forever to detonate, and no team is gonna sit there and wait for you to plant it and wait for it to go off. On top of that, the interrupt time is ridiculous. It's almost impossible to place effectively in advance because by the time aggro is set it's gonna be hard to plant it without getting hit and there's no guarantee that there's gonna be anything close enough or alive enough to hit by the time it finally blows.

    My suggestion is to change it to "Remote Explosive." When you take the power you get two powers. Remote Explosive, which plants the bomb, and detonator, which causes the bomb to explode. This would go along with speeding up placement time and drastically cutting the interrupt time.
    I think time bomb has a nuke-level damage. There are nukes that do more damage than time bomb, but there are also nukes that do similar damage. Since there is no risk to set up a time bomb, and it does not drain your end completely, time bomb is designed to be difficult to use. If it can be detonated at will with no major downside, then it needs to be lower in damage. (But you can't make it lower in damage because of trip mine)

    This is a pretty common suggestion for time bomb. It looks great for players because it would be a nuke with no risk and no end drain, but probably doesn't click with the design philosophy of the power.
  23. Twilight_Snow

    Energy Aura

    Quote:
    Originally Posted by Pyro_Master_NA View Post
    Why is it that this set gives more def for brutes than it does stalkers? 12.8% for kinetic shield on brutes, and 16.5% on stalkers. On top of that ~4%, stalkers get hide as well for some small defense. Since the other secondaries give identical percentages, why not /EA?
    If you add the defense from kinetic shield and energy cloak, you will get 16.5%. Stalkers get higher defense from hide, but not a lot because part of it is suppressed during combat. For other secondaries, identical powers may give the same defense, but if you take hide into account, stalkers will also get higher defense values. I don't think EA is being treated differently.

    Quote:
    Originally Posted by je_saist View Post
    Now, I don't know WHY the developers haven't looked at the Energy Aura set. My suspicion is that back during the Cryptic Studio days there just wasn't enough staff, and the staff that was available had other things to work on. In the current Paragon Studio days, the resources might be available and some of the older design concepts can be revisited.
    You can take a look at this.
  24. Twilight_Snow

    Lets Talk /ELA

    It depends on how you play, as you said. If you want to go for defense and fight against various types of mobs, I would raise the defense to above 30%, and then take darkest night (you need to slot power sink properly for such setup). Typed defense is slightly easier for your case because positional defense always needs 6 slots (you're running out of slots obviously), and you have high energy resistance so you may even skip e/ne defense if you like.

    If you're not fighting something that drop you quickly, then high recharge to cycle energise faster will work. You might as well take hasten and your slotting can nearly make it perma. I think it's a very expensive build with purples and pvp IOs. Depending on what you fight, energise is probably not cycling fast enough sometimes.
  25. Twilight_Snow

    Old Player

    Quote:
    Originally Posted by Tejina View Post
    I seem to have alot of trouble with end issues, and i only have CJ and Acro. Adding Tough and Weave I'd be scared to do anything. I also really like hasten...and my patron is GW.
    Maybe you still have an SO build. IO enhances various attributes at the same time, so your toggles and attacks will use a lot less endurance. It's pretty standard to take tough for inv. However, it's up to you whether you want them or not. Since I'm not you, I don't know exactly what you want, but simply suggest one to get it started. If you want hasten and use GW, you have to modify my build or make your own build.