War-Nugget

PvP Bootcamp Mentor
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  1. Comparing to my build without accolades or incarnate slot isn't very fair , also that I was running sprint and you were not ::sticks out tongue::

    Definitely going to start working on a modified version of this build myself, of course omitting the Panacea and other PvP IOs .. also dropping Stone Fist in favor of having TP Friend cause it is pretty
  2. 1.)
    a) Seppuku : The warriors are doing it
    b) Last time I EVER ask for directions

    2.)
    a) Because Lord Recluse is too cheap to supply toilet paper to his minions, they revert back to their animal ways...
    b) Found you! Now you're it!
    c) Uhhh... I hope you're just roleplaying as a sloth and aren't you know..

    3.)
    a) Comatorium, you really ought to lay off the rocks man.
    b) Luke, I am your father.... NOOOOOOOOOOOOOOOOOOOOOOOOO!

    4.)
    a) And this is why we should all take the "Stop people from jumping off bridges" powerset..
    b) He asked me to go bridge diving, in Winter, and thought his wolfman suit would protect him..
    c) ::smack:: Shoulda had a V8!

    5.)
    a) Not so smart now, eh Spock ?
    b) This is most inconvenient!

    6.)
    a) Curse you Azuria! Never shall I go to the Planet of the Apes to get back your "Mystic Bananas"
    b) Monkeys .... I hate monkeys.
    c) Previously that day: Good news crew! You will be making a delivery to the monkey-filled Rikti world to deliver them a supply of bananas
  3. A Day at the Zoo sounds right to me, thats what I thought it was anyways
  4. Awesome, thanks for posting the build
    ..just looking at it now and all I can say is: Wow thats alot of recovery for health AND endurance.

    P.Shifters are essential equal to .2 end/s. You have 5.0 , so with them it is 5.4. That is quite high, and you could drop them in favor of moving a slot to Rage and Hasten so they recharge faster. With a T4 alpha, Hasten only needs 2 level 50 common Recharges to have 99% recharge in the power (more, but for simplicity's sake that works). Rage will be up faster, meaning you get to deal more damage longer, and experience less of a crash (I don't know the Rage mechanics that well, but I know having permanent Rage is better than not having it lol).
    Other wise the build looks good, inspirations drop often enough that you can always be capped to defenses anyways.

    You could aim just for capping defenses [or get to 44.99 to S/L like I did for the build I plan to use on Stone/WP] , keep similar slotting in the WP toggles resulting in higher regen/second and just aim for recharge instead of max health. If you are capped, having lower health won't matter as much considering enemies that utilize S/L will have only a 5% chance to actually hit you. But that's just my opinion there.
  5. The 10% Regen boost exceeded the Rule of 5, so I could safely remove that and instead slot in the chance for recharge which you will appreciate when they go off.
    Not having slots in Beheader, although it being your weakest attack.. I don't really like this. You can remove a slot from hasten, build up bringing this to 3 slots.. which you can frankenslot for Accuracy Damage and Endurance. This attack also applies a -resistance to the enemy making your next attack hit harder.. this is just something to consider: I did not do so in the build that follows.

    I don't see the point in 6-slotting Stamina with the WHOLE Perf.Shifter set. You do get those defense values, but really stamina is fine with the PShift+End, PShift End, and a regular End IO leaving you with 3 extra slots.
    With those extra slots, you can move them into Focused accuracy enabling you to 6 slot Gausians resulting in 2.5% defense to all Type Defenses.
    Also, further movement of slots .. seeing as how you now don't need the FULL obliteration set for an end-costly AoE, I can partially frankenslot it and get you the last 3 needed defense for e/n defense.
    Final result: Capped Defense in S/L/F/C/E/N , and quite decent regeneration.

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  6. Nice build there Different take on slotting Stone Armor (instead of aiming for defense he aimed mainly for higher health, hp/s and resistance .. let alone trying to overcome the recharge penalty) Aiming for higher health and hp/s , makes it so when you do get hit you heal quicker. Where defense makes it so you don't get that often.
    Just sort of shows you why you can't exactly ask for builds, because everybody has their own way of building toons and nothing is really 1337-h4x0r awesomeness.


    -I made a different take on stone/Ba that utilizes franken-slotting more.. I dunno, I suggest making your own build as these are just quickly made and not the best , but it allows you to run OUT of granite .. granite becoming more of an "oh crap" button used in AV-encounters and the like, to push you over the cap when all your other toggles are not enough. Plus, you'll be faster (movement) wise with it.
    [note: I have a thing with aiming for defense first with Stone Armor and that is why all these builds are focusing on that aspect more, as you can see above he aimed for higher hp and hp/s.]

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    ... copying over Mr.Apocalypse's build minus the purple proc, and the HamiO's .... you end up with this, which looks to function quite well (the IOs in it are not exact, and you aren't getting the correct benefits in the attacks and such) but you should get the drift from it. There is multiple ways to do tanks, just pick whichever way you want !
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  7. The recharge alpha is only applying the 33% recharge reduction to each power, not a global recharge increase of 33%. I suggest running with the recharge alpha anyways just because if you take the Tier 4 Spiritual Core : 45% recharge, 33%healing and stun. You do not have stuns, but the healing is a wanted: each power that can be increased by healing will benefit from this meaning that health will give more hp/s , Earth's Embrace will heal more when it fires, etc.

    Rock armor has 4 slots incase you ever exemplar past level 26, in which you will not have access to Granite armor. Also, the set bonus is useful for when in Granite aswell.
    The build was made quickly, and that is why slots are all over the place.. chances are in bad places as I have never done Battle Axe and have no idea how to slot it (=
  8. Everybody deserves to have unnecessarily good endurance!
    Go with Stamina + Energy + Cardiac, try and keep endurance high .. with regular use of inspirations you shouldn't run out of endurance. You could omit taking [Weave] and just eat [Luck] giving yourself how ever many slots to spend elsewhere. They drop often enough anyways.
  9. War-Nugget

    Bruising Caption

    Quote:
    Originally Posted by AnElfCalledMack View Post
    ...Bruising is an "always" effect...
    Bruising is a 'sometimes' effect attached to the tier 1 attack that you are forced to take in your secondary. It lasts 10 seconds past its activation, I don't know however if attacking again re-applies the effect => but it does not stack.

    But, that is what team channel is for. Call out which AV you want attacked and I'm sure your team could manage from there. It would be nice however!
  10. Oops! Didn't realize I missed writing it!
    I am running Mud Pots for the 1.23 , I forgot to type that in. But, in the little quick build I made I skipped Brimstone Armor, so that could be why I could have lower end/second.

    Quickly removing 2 slots in tough, adding in Brimstone to one of the powers I didn't pick, I bring up the end/second to 1.36. This is with SOs.. switching all to common IOs and running all toggles (Brimstone/Rock/Crystal/Minerals/Rooted/Tough/Weave/Mudpots) its at 1.32 with 3.09 recovery.

    Each attack is now slotted with common 'rack' IOs..
    5 slotted = 1 acc, 1 end, 1 recharge, 2 damage (or 2 stun)
    6 slotted = 1 acc, 2 end, 1 recharge, 2 damage

    Armors slotted:
    Weave/Minerals/Rock = 2 end/3 def
    Rooted = 2 end/2 heal
    Mud Pots = 2 acc/2 end/ 2 dam
    Tough/Brimstone = 2 endurance / 1 Resist
    Stoneskin = 3 Resist IOs

    Yes, you may need to skimp on concept if you want it to work sadly.. although I don't understand having hover in there as it cancels out Rooted, combat jumping does too..

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  11. Alright, just noticed you have a topic started here and in the brute forums, so I will write what I was going to write there here (fancy that eh?)

    Taking a glance at your build.. I notice PvP IOs, and what looks to be just sets tossed into attacks/armors. Not exactly the best choice with stone armor - because there is so much to do with it!
    From the looks of it, you don't exactly have a goal as to what is slotted where. You have "soft-capped" defense to Smashing/Lethal/Fire/Cold/Energy/Negative.

    -------------

    I'll quickly explain Resistance and Defense.. (not exact information, but I believe it is quite close and you can always check Paragon Wiki which I highly suggest doing, just to learn the mechanics of the game)

    Defense is the chance that an enemies attack HITS you.

    "Soft Cap" is when an enemy uses an attack that is flagged with one of the above elements, plus Ranged, Area of Effect, Melee, Psionic.
    So if my attack did Ranged and Fire damage, its flagged for both of those meaning it will take into account Range and Fire defense as to whether or not you get hit. If you have 35% fire defense, and 5% ranged defense the game will 'roll' against the 35% to see if you get hit or not.
    Having the "soft-cap" really means that the enemy only has a 5% chance to hit you, the max being 95%. The regular soft-cap for enemies that do not have added to-hit is 45%, because this results in the 5% chance that the enemy can actually land an attack onto your character. I don't recall the formula off by hand, but if you browse through the forums and find a guide called "Arcana's Guide to Defense" it will tell you more precisely what the soft-capping is.

    Resistance is how much damage your character takes when it is actually hit. So if that same Ranged-Fire attack dealt 100 fire damage, and you had a resistance of 90% then the attack would deal to you 10 damage. Resistance stops that percentage of the attack from damaging your character AFTER it has hit.

    -------------

    Luck of the Gambler 7.5 is always active, it is a "Global" buff. I suggest taking a look at Paragon Wiki and learning what "procs" are.
    So, you do not need to run Rock Armor to obtain this nice benefit.

    -------------

    Onto the build now....

    I'll cover Stone Armor first

    Stone Armor/* usually results in a few goals:
    -Recharge to overcome the penalty from Granite
    -Good Heal per second
    -High Resistance and Defense
    -Some movement increase for when running Rooted and Granite, because you really don't want to be as slow as molasses forever!

    In your build, you have defense/resistance covered, not the greatest as you are far over the caps. Resistance HARD CAPS at 90% no matter how high the value is. Defense SOFT CAPS at 45% to enemies your level that have no added ToHit, you can go past this value for foes that are higher than your level but since the enemy must have a 5% chance to hit you, 45% is usually the point at which you can stop adding defense to your character.

    I kind of suggest looking at other builds and seeing how people slot Stone Armor, what they take, because usually this is common across all Stone Armor characters. Because Granite Armor is just that awesome, that you can sort of omit all the other items from the build... except for Earth's Embrace, Rooted, Mud Pots, and Stone Skin (or Rock Armor if you picked it).

    I could keep going on and on, because like I said: There is alot of potential in the set ALTHOUGH most people just do the same thing.

    now to Battle Axe..

    The set is endurance heavy, but that is because it provides 'knock-down' and 'knock-up' along with damage. You attack a foe, and he flops about. It is quite amusing, and he gets cut so he hurts too.
    The set is quite high damage, and it recharges slow. Coupled with Granite-armors natural -65% recharge rate, you will not be attacking that often until you can overcome the recharge penalty.`
    Again, you've just thrown sets into the attacks with no clear goal.. along with the EXTREMELY expensive PvP-set that isn't worth it. There is a couple guides on Battle Axe in the tanker forum, and I again suggest taking a look at it.

    ----------

    So I suggest reading up on how to build the Primary and Secondary and combine the two.

    Just some build suggestions:

    -Mud Pots only needs 4 slots for.. 2 Dam/End IOs and 2 Acc/Dam/End IOs. This nets you some totals for Accuracy Damage and Endurance, and saves you 2 slots.

    -Earth's Embrace, you want up FAST . With the 2 slots you saved from Mud Pots, you can place here. And then place in the "Doctored Wounds" set, but for the Heal. This gets it fairly high recharge.

    -Stamina only really needs 3 slots: Performance Shifter +End , Performance Shifter Endurance, and a regular Endurance IO.

    -Physical Perfection adds to both Healing and Endurance Recovery, so I would suggest the Performance Shifter +End , Performance Shifter Endurance, and a common Heal IO.

    ---------------

    Here is a build I quickly made in under 15 minutes, so it probably is not that great - ignore slot and power placement.
    I myself have never played Battle Axe, but just from looking at it .. it is quite costly per attack, and the Obliteration set is of course not the best pick because it has very little endurance reduction in it, but I was just aiming to overcome the recharge penalty (which I did not, but -2.5% is good enough). You are still over the cap for Smashing/Lethal resistance, but that's hard not to do with Stone Armor on a tank. You don't need to run tough, as you are at like .. 87% resistance without it on which is good enough. I took Stone Skin just to slot the Steadfast +3% defense in it, which is why it was placed last in the build.
    Again, I've never played Battle Axe so this probably is not a good build to go off of , but I have the Stone Armor slotted a certain way that you might want to look at..

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    |-------------------------------------------------------------------|
  12. I'm sure if you posted your own build, people would be more willing to help you out there. Some people don't like sharing their own builds.

    Just for a quick answer to some of your questions:

    -Good Epic power for a Axe/Stone would be Energy. These are two VERY (understatement there) high endurance consumers, with the added bonus of Superior Conditioning and Physical Perfection your endurance recovery will go up slightly.

    - Brute vs. Tanker is a very tough question to answer. And if you already have this character at 50 (or high 30s) and are happy with it, it does not matter if it is better than the other.
    Brutes have higher damage than tanks, access to the same armor sets but gain scrapper level defense from them. (not entirely true there, but thats a simplified answer)
    Tanks are weaker than Brutes, but have higher levels of defense and taunt. (again, simplified)

    So in other words, if you like "Tanking" primarily be a Tank. If not, be a Brute. Some brutes if built well are better than their Tank counterparts in terms of tanking, they just have lower base defenses and health along with a lower taunt potential but can put out more damage because of the Fury mechanism.
  13. -The proc in Mud Pots is not worth it, the chance of the proc even going off is slim AND if it does go off, chances are you won't be hitting anything with it.
    -Since you do exemplar to run TFs, I would suggest crafting temp powers to help you get through it easier. Such as, Kinetic Dampener to get that S/L defense up and the Super Serum (not its name of course, can't recall atm) that makes your endurance recovery go up quite abit.

    From looking over your build, I say it is not worth all the influence.

    You have Seismic Smash , slotted as a hold. The hold on it is Mag 4, that is enough to hold Bosses with no hold sets slotted into it. I would suggest slotting it quite differently, throwing in Kinetic Combat for higher S/L defense so you get hit less.

    It looks like you have slotted every Purple set into the build you could, raising your recharge but sacrificing defense to do so. You could slot some Hamidon enhancements into certain powers and get a MUCH better benefit, and save you quite abit of influence in doing so.

    ---------

    Going with what you mentioned above, the fact you do not have any of the PvP-IOs currently.. I would say ditch them completely. They are costly, and you'll be able to "finish" the build faster without them. Let alone, after saving yourself the BILLIONS you can afford other IOs and HOs which will give you more of a benefit.

    I dropped Hurl Boulder, because those slots could be used elsewhere.

    After re-doing your build your character has gained:
    • Saving a TON of influence that can be used elsewhere
    • 'Soft-capped' Defense to Fire/Cold/Smashing/Lethal
    • You become slightly more endurance heavy (running Maneuvers to go above cap on S/L because of Absolute Amazement in fault)
    • Recharge of 20% instead of 35%
    Now, I would say that is an improvement. Yes you lose a couple hp/s , but I would say that is quite an improvement from just having random purple sets in there for the sake of getting your recharge up. And, you gain the added bonus of attacks not even hitting you because of being 'soft-capped' to Smashing/Lethal/Fire/Cold . I would say that is an awesome tradeoff.

    If you really wish, you can drop a slot out of Tough to put it into Earth Embrace if you happen to have all 6 Panacea currently. It'll of course make your health go up slightly, and you'll gain 2.5% more recharge along with some other benefits.

    Of course, this is just how I myself would make the character if I had all that influence (actually, I may end up doing this to my brute who currently has a similar build to the one that follows IF I ever get enough influence to buy all the Purples, the HOs)

    The build is below, and you can look over it and do whatever you please to it.

    -------------------

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Brute: Level 50 Technology Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Stone Armor
    Power Pool: Teleportation
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5)
    Level 1: Rock Armor -- LkGmblr-Rchg+(A)
    Level 2: Heavy Mallet -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Dmg/Rchg(7), Hectmb-Dmg/EndRdx(7), Hectmb-Dam%(9), Hectmb-Acc/Rchg(9)
    Level 4: Stone Skin -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/Rchg(11), Aegis-ResDam/EndRdx(13), Aegis-ResDam(13)
    Level 6: Earth's Embrace -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
    Level 8: Fault -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(19), Amaze-Acc/Rchg(19), Amaze-EndRdx/Stun(21), Amaze-ToHitDeb%(21), FrcFbk-Rechg%(23)
    Level 10: Recall Friend -- Empty(A)
    Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(27), Mocking-Rchg(27)
    Level 14: Teleport -- Empty(A)
    Level 16: Rooted -- RgnTis-Heal/EndRdx(A), RgnTis-Regen+(29), HO:Golgi(29), HO:Golgi(31)
    Level 18: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33)
    Level 20: Mud Pots -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(33), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg/EndRdx(34)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-Psi/Status(36), HO:Ribo(36)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(37), LkGmblr-Def/EndRdx/Rchg(37)
    Level 28: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-Rchg(39)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
    Level 32: Tremor -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(42), FrcFbk-Rechg%(48)
    Level 35: Crystal Armor -- LkGmblr-Rchg+(A)
    Level 38: Granite Armor -- LkGmblr-Rchg+(A), HO:Enzym(43), HO:Enzym(43), Aegis-ResDam(45), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), Numna-Heal(46), Numna-Heal/EndRdx(50), Numna-Heal/Rchg(50)
    Level 47: Maneuvers -- HO:Enzym(A)
    Level 49: Minerals -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(46), Numna-Heal/EndRdx(46), Numna-Heal(48), Numna-Regen/Rcvry+(48)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-End%(43), P'Shift-EndMod/Acc(50)
    Level 1: Fury
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 2% DamageBuff(Smashing)
    • 2% DamageBuff(Lethal)
    • 2% DamageBuff(Fire)
    • 2% DamageBuff(Cold)
    • 2% DamageBuff(Energy)
    • 2% DamageBuff(Negative)
    • 2% DamageBuff(Toxic)
    • 2% DamageBuff(Psionic)
    • 13% Defense(Smashing)
    • 13% Defense(Lethal)
    • 15.5% Defense(Fire)
    • 15.5% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 8% Defense(Melee)
    • 3% Defense(Ranged)
    • 9.25% Defense(AoE)
    • 1.8% Max End
    • 4% Enhancement(Heal)
    • 63% Enhancement(Accuracy)
    • 85% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 146.18 HP (9.752%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 5.5%
    • MezResist(Sleep) 1.65%
    • MezResist(Terrorized) 2.2%
    • 17% (0.284 End/sec) Recovery
    • 44% (2.754 HP/sec) Regeneration
    • 8.82% Resistance(Fire)
    • 8.82% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 3% Resistance(Psionic)
    • 24% RunSpeed




    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  14. Stone Armor is a beast when it comes to eating up endurance thats for sure. I severely hated leveling up mine.
    I too won't be rolling another SA again, one is enough.

    ------------

    My 'main' toon is a Stone/Stone/Energy (fully IOd) with a build designed around Granite. It is runnable outside of Granite, running Rock/Tough/Weave/Mud Pots/Rooted for 1.29 end/sec.. and endurance recovery of 3.64 end/sec. It ::seems:: runnable really, but with my ::testing:: against a Rikti Pylon I run out of endurance before the thing is underneath 3/4th of health [not using temps/insps]
    Not a fair comparison at all figuring he's IOd compared to your concept-fueled SO brute.

    ----------

    Now, stripping his build of everything and shuffling around some slots and adding in SOs, along with Cardiac T1, along with removing Granite completely.
    Running Tough/Weave/Mudpots/Rock/Crystal/Minerals/Rooted = 1.23 end/sec and 3.02 recovery end/sec . I have little idea what toggles you are running.. but to me this seems like it could very well work.

    Each attack is 6 slotted (Heavy/Seismac/Tremor) , fault and stone fist have 5. They all have 1 endrdx/2 acc/1 recharge and 2 Dam or Stun (in the case of fault). The attacks with 5 slots sacrifice the recharge.. I haven't SOd anything recently so the two accuracies are probably over killed for even con enemies.

    On paper (or mids in this case) , it should work as a build. With use of inspirations, it will run smoother.

    ----------

    Here, I'll just toss you the datachunk of the quickly made build just show you what I was mentioning above. It might give you ideas of what to do with your character.
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    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  15. Right Digital Art is what I meant not CGI, although really .. it is generated by a computer and contains images - that'd be where I got confused. The only thing I can do in PS is err, make sparkles. I don't think the picture needs sparkles (; So, I'll just kind of sit-back and enjoy the arts.
    -working on re-teaching myself how to draw, I'm out of practice. Thanks for the inspiration to get going again heh.
  16. 5) Look Ma! I'm ROADKILL!
    6) I SAID DO A BARREL ROLL! (not a frontflip)
    ...
    I had to
  17. Quote:
    Originally Posted by DumpleBerry View Post
    Anyone have screenies of the new Wisp emote?
    I didn't see any Wisp emote in there, the only new emotes I found were
    /hiss /savage /sniff
    and the costume change ones
    /furburst /furspin /featherburst /featherspin

    Unless if you mean fur-burst LOOKING like a wisp, I can understand that!
    -don't have a screenshot of it, but I guess it does look sort of Wisp-y
  18. Soobooku .... that looks pretty awesome for a second-time only at doing it.
    One thing I noticed however, is that you missed the "crow's foot" underneath his left eye. And the one on his right really sticks out because of this..
    Possibly fade the one on the right, and when/if you add in the one on the left have it the same darkness as the newly-faded one.
    The lighting effect is pretty sweet too!
    (I'd take an attempt on this, but I have little talent with computer generated imagery.. but I can still be constructive with ya!)

    Heh, it's nice seeing different artists' takes on a penciled sketch. Hope to see more to come!
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    First of all, I REALLY want to drop Mud Pots, but would I be making a mistake in doing so? The reason I want to drop it is because I don't like the power very much (I know it's useful) and because it consumes a LOT of endurance and a LOT of slots off me, endurance and slots being things a Stone/Stone does not have a lot of.
    I would say: KEEP MUDPOTS!
    Its useful, yes it consumes a fair bit of endurance, and yes you do not have many slots to work with.
    Mud Pots functions extremely well with just 4 slots (1 base + 3 extra).
    Slotting it with 2 Dam/End and 2 Dam/End/Acc gives great stat bonuses and reduces the end cost from .78 to .41.
    Have no clue on your budget, but Multi-Strikes and Scirocco's are not that pricey. Plus, taking 3 slots is not that many to obtain 42 ACC/92 END/92 DAM. That will help quite alot with running your toggles and all the endurance heavy attacks of stone melee.

    Quote:
    Secondly, I'm looking to take Earth Mastery....
    Earth Mastery, I do not know much about. But from looking at power descriptions the only worthwhile powers taking from my point of view would be Stone Prison/Quick Sand/Stalagmites.
    Prison seems to be the better choice between a AoE-Breakable sleep and a single-target immobilize. Between Fault and Tremor, the enemies would be attacking you again and that hefty cost of the attack wouldn't be worth it.

    Quick Sand, is like a second Mud Pots but without the nice damage every so often. Stacking debuffs is always awesome, and the base -40% runspeed from Mud Pots and the base -50% of Quick Sand .. that means enemies will not run out of range of your tremor, and they'll be hit more often by Mud Pots.

    Stalagmites is not a second Fault, as sadly there is no Knock Up to it. It does have a minor stun attached to it (Mag 3). Fault only has Mag 1 , so you should be able to Stun Bosses with this Mag 4 stun.

    If you have to take 4, I would take the hold over the sleep - for the same purposes as the immobilize.


    Quote:
    Completely separate from that, on the note of Incarnates, I have to ask if there's any point in trying to retain Mud Pots, but going for the Cardiac Boost, or is it still smarter to drop Mud Pots and have more slots to go around, but go for the Spiritual boost that seems to make all Brutes better across the board? I don't know enough about that to predict.
    Since you're not a perma-granite build, your recharge will be higher meaning that you will attack more often resulting in more endurance being used! So yes, take Cardiac in this purpose. Earth Mastery looks to be very endurance heavy, topped off with you running all those toggles I am sure you will gladly appreciate the lower costs of your attacks.

    I don't know if you have slotted this character with IOs, but I would suggest grabbing the PerfShifter +End if anything.
    You could always frankenslot , yes it can be costly, but you will appreciate the benefits.
  20. Pic1)
    a) THE RULES OF ICON CLUB
    #1 - The first rule of Icon Club is, you do not talk about Icon Club.
    #2 - The second rule of Icon Club is, you DO NOT talk about Icon Club.
    ...
    Pic 2
    Explanation: Not Found
    Sir, you WILL NOT grow bigger from eating those!

    ... I tried, they are pretty lame captions I am afraid .
  21. I understand those reasons...
    Billy Mays is awesome AND trumps silly kitties!
  22. Even while defending Paragon our Pimp Hand must stay strong!

    We needed something, Pew Pew Pew has all those pictures
  23. Holy bajeebus that was a long trial and error error error errow period !
    Supahdupah Grats to you!
  24. CR said 1 - 100 , not 0 - 100 though ..

    I pick 5!