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Posts
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My vote goes to Ninja too and I've tried both sets with Poison secondary. While I could stomach (though barely) getting my Merc/Poison to level 50, my Ninja/Poison never made it past level 28. If I had kept going, I would probably be involved in a civil lawsuit right now stemming from me throwing my monitor out of the window in frustration and striking some unlucky person on the head. I would not play that combination ever again even if someone were to offer me a billion inf.
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Quote:I see. It's been a long while since I've made it to test server so I had no idea it was changed. That would've made sense had KM retained the old cast time.KM's Build Up cast time was reduced after the set went live - it was the 1.93 seconds that Power Siphon has initially.
Quote:But I still couldn't tell you why the variations in cast times exist on KM's Assassin's Strike, Assassin's Blade (it's NB, not DB, btw), and Assassin's Slash. -
Hmm that's not it. According to Mids, KM build has a 1.17 second cast time which is the same as the BU in all of the other primaries except for Spines and Claws. Those two are even shorter at 0.73 seconds but their AS are just 3 seconds, not 3.67 like DB and BS. Odd.
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Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Pickle Lip2: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch- (A) Kinetic Combat - Damage/Endurance/Recharge
- (5) Kinetic Combat - Damage/Recharge
- (11) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Accuracy/Damage
- (A) Aegis - Resistance/Endurance
- (3) Aegis - Resistance/Recharge
- (7) Steadfast Protection - Resistance/+Def 3%
- (23) Aegis - Resistance
- (27) Numina's Convalescence - Heal
- (31) Numina's Convalescence - Heal/Endurance
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
- (15) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (7) Reactive Armor - Resistance/Recharge
- (13) Reactive Armor - Resistance/Endurance/Recharge
- (27) Reactive Armor - Resistance
- (A) Kinetic Combat - Accuracy/Damage
- (33) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Damage/Recharge
- (42) Kinetic Combat - Damage/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (13) Kinetic Combat - Damage/Endurance/Recharge
- (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (21) Luck of the Gambler - Defense
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Numina's Convalescence - Heal
- (19) Numina's Convalescence - Heal/Endurance
- (A) Reactive Armor - Resistance
- (21) Reactive Armor - Resistance/Endurance
- (29) Reactive Armor - Resistance/Endurance/Recharge
- (29) Reactive Armor - Resistance/Recharge
- (A) Numina's Convalescence - Heal/Endurance
- (17) Numina's Convalescence - Heal
- (17) Numina's Convalescence - Heal/Endurance/Recharge
- (31) Dark Watcher's Despair - To Hit Debuff/Endurance
- (36) Dark Watcher's Despair - To Hit Debuff
- (36) Numina's Convalescence - Heal/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense/Endurance
- (34) Luck of the Gambler - Defense
- (A) Mocking Beratement - Taunt
- (25) Mocking Beratement - Taunt/Recharge
- (25) Mocking Beratement - Taunt/Recharge/Range
- (33) Mocking Beratement - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (34) Luck of the Gambler - Defense/Endurance
- (37) Luck of the Gambler - Defense
- (40) Luck of the Gambler - Defense/Recharge
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Recharge Speed
- (A) Devastation - Accuracy/Damage
- (45) Devastation - Damage/Endurance
- (A) Obliteration - Chance for Smashing Damage
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Accuracy/Damage/Recharge
- (45) Obliteration - Damage/Recharge
- (45) Obliteration - Accuracy/Recharge
- (46) Obliteration - Damage
- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Performance Shifter - Chance for +End
- (39) Performance Shifter - EndMod
- (39) Performance Shifter - EndMod/Recharge
- (A) Decimation - Accuracy/Damage
- (42) Decimation - Damage/Endurance
- (43) Decimation - Damage/Recharge
- (48) Decimation - Accuracy/Endurance/Recharge
- (50) Decimation - Accuracy/Damage/Recharge
- (A) Siphon Insight - ToHit Debuff
- (48) Siphon Insight - Accuracy/ToHit Debuff
- (48) Siphon Insight - Accuracy/Recharge
- (50) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (50) Siphon Insight - Accuracy/Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Winter's Gift - Slow Resistance (20%)
Level 1: Brawl- (A) Empty
- (A) Run Speed IO
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (A) Performance Shifter - EndMod
- (39) Performance Shifter - Chance for +End
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Revised it a bit while keeping the same powers. Couple of main points.
1. Some of your melee attacks were overslotted. You don't really need to slot for accuracy too much. With perma rage and 27% global accuracy bonus, you won't be missing much anyways even if your attacks only have a 40% accuracy modifier versus 60%. Of course you'd also lose some recharge modifiers but it's not that big of a deal either. Your global recharge will be increased to help offset that plus you should have no problem with forming a viable attack chain as it is with 5 ST (Boxing, Punch, Haymaker, KO Blow, Gloom) and 2 AoE powers (Foot Stomp, Dark Obliteration). As for the endurance reduction decrease, no problem. With just 2-3 plain end mod IOs, WP is already a very endurance friendly set, even capable of handling the heavy endurance usage of Stone Melee. The endurance refill capability is even higher now since you have two Performance Shifter procs slotted.
2. Gloom was way underslotted. It's a great power in terms of DPA and the -tohit debuff. You can get some nice set bonuses out of it. I used Decimation in this case. Anyways, definitely find a way to fit Gloom into your attack chain.
3. Taunt was overslotted. The psi damage proc isn't going to make enough of a difference to be worth it for a build that is not short on damage options to begin with. You do lose 1.25% S/L defense by using Mocking Beratement instead of Perfect Zinger but that tiny bit of difference is easily made up by applying the extra 2 slots elsewhere. I put them into boxing plus another slot from elsewhere and used it as a mule for another set of Kinetic Combat and that results in a net gain of 2.5% S/L defense.
4. Mind Over Body was overslotted and had the wrong set in it given the fact that you're going for typed defense, not positional. Instead use 4 pieces of Reactive Armor instead of 6 Titanium Coating and that also frees up 2 extra slots for elsewhere. The small HP loss can be made up elsewhere.
5. Dumped the 5th slot in punch which had the FFB +recharge proc in it. That proc in a single target attack power is pointless. It would be a better fit in an AoE attack like Foot Stomp or Hand Clap which affects more targets giving it more chances to go off per activation. Now since you don't have Hand Clap and Foot Stomp is slotted with 6 Obliterations, I just got rid that proc entirely and opted to go for more global recharge instead. It's more reliable that way.
Overall, this is the comparison between the original build and the revised build.
1. 3-5% more typed defense across the board except for psi.
2. 16% more global recharge.
3. 2.3% more hp.
4. 4 more points of max endurance and in turn, more endurance recovered per second.
5. Same resists, regeneration and global accuracy.
6. 2.5% less global damage bonus which is insignificant given the effects of rage and fury.
Now the revised build does cost 20-25% more inf but given your original IO set choices, I presume you can afford it. If I had spent more time, I can probably overhaul the build some more to squeeze out even higher defensive and recharge numbers. Personally, I would also dump one of the travel powers as well as Hurl and pick up Resurgence, Recall Friend or some other utilitarian power. That and changing the slotting of Dark Obliteration into Targeted AoE set. Eh, you get the point. You've just got to do some experimentation for yourself -
So I have several stalkers, each with different primaries (NB, DB, MA, KM) and something has been bugging me for quite some time now. Maybe this question has been addressed in the past but why is there a great variance between the cast/animation time for AS belonging to different primaries? For example, for BS and DB it's the longest at 3.67 seconds. For KM it's 2.67 which happens to be the shortest. Everything else is at 3 seconds. Between the cast times of AS for DB/BS and KM sits a 28% difference which is somewhat significant in my opinion. This is especially strange considering the damage, accuracy, endurance cost, terrorize duration, interrupt and range is exactly the same across the board. If anything, primaries with only lethal damage (possibly the most resisted type in CoX) should have the shortest animation time instead of KM. I just can't figure out the logic behind these rather arbitrary variances.
One possibility does remain though. Perhaps the devs are using KM as a guinea pig to test out shortened AS cast time and in the future they intend on making that universal across the board. Any ideas, explanations or otherwise? -
Quote:1. Yes, quite often. These days the maximum amount of time I can keep my attention on CoX is about 2-3 consecutive months.Hey guys....when u read the title of this thread i bet you thought about a mind troller or dom right? But no its not, I get bored of all the combos i try...So im coming to the forums to ask:
1) Have yall ever run into "gamers block"?...i guess thts whats it called
2) If so, how did u get over it?
Thanks for all your answers and suggestions
2. This may not be a optimal suggestion for you but I personally just cancel my sub for a while. Go on vacations/trips. Play some old games I haven't touched for a while. Work on hobbies. Go on a DVD/Netflix/Hulu watching binge. Whatever works really. I'll only re-activate my accounts if I feel a real urge to play again and that usually takes anywhere between one to three months. I guess a lot of extended breaks help keep me from being completely burned out. *shrugs* -
IO sets do work. My widow is slotted with Def/Rech from Red Fortune, GoTA, Serendipity End/Rech and 3 pieces of LOTG (Def/Rech, End/Rech, Def/7.5%). Along with about 67% global recharge, it's perma-ML.
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Err, who plays a brute in competitive PVP anyways? I'm no CoX PVP expert but even I know that much. Then there's also the fact that PVP is such a small fraction of CoX, it can hardly be used as a valid basis of argument regarding any AT. The exception is of course, you're discussing specific PVP related issues that is not prevalent to PVE. The rule of thumb for most PVE heavy MMOs is that you don't balance classes/ATs around PVP. I have 9 level 50 brutes and I certainly do not plan their progression and build based on that tiny 1% of the game but rather the other 99%.
Back to the main point. In the vast, vast majority of PVE scenarios, fury was never all that hard to build. With the latest change, you can solo on +0/x2 paper/tip missions and still maintain 50-60% fury for the length of the mission after the initial 1 or 2 spawns. If you're in a group or soloing anything higher than +0/x4, you'll be hard pressed to not be running at 70-80% fury bar for most of the mission. Frankly, fury building is a not much of an issue unless the brute is so utterly overwhelmed after each spawn, he has to take a long break to rest and heal up. Even then all one has to do is lower the difficulty a smidge and it's back to being efficient once more. -
Quote:I fell into that trap for my Plant/Psi/Soul perma-dom at one time. I respeced out of soul mastery PPP and replaced it with mace mastery in order to grab the +def toggle S/L/E shield. While it is nice to have 42-43% S/L defense, I soon discovered that I was killing spawns at a noticebly slower rate. Losing dark obliteration and soul drain hurt a lot more than I originally thought and disrupter blast is hardly an adaquete replacement due to its redraw and long cast time. Then there's also the fact that plant doms have such a wide variety of control options available, mobs really don't get many chances to take swings at me to begin with. After about 2 weeks, I respeced back into soul mastery and haven't looked back since. When it comes to doms, I'm perfectly happy with the trade off of only having 22-25% defense but greater killing power.I think you've both missed my point, which is: so many people have fallen into the habit of always building for Defense on every.....single....character that we are starting to see more and more -Defense on mobs, some of it even auto-hit and unresistable. I imagine this trend will only get more prevalent over time, making Defense less and less attractive for non-melee AT's.
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Quote:Actually yes, that's what I thought. I planned out the build in Mids before making him and that's the Mids seemed to suggest. Thanks for the clarification.Swap Ammo only takes one power choice. You get all 3 ammo types with one power selection. Couldn't tell from your post if you are thinking that it will take 3 power selections to get all of them or not.
Now that's cleared up, do you think it's worthwhile to pick up swap ammo? -
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Ice/rad corruptor was the 4th character I ever made and it was a blast to get her to 50. Two quick notes about this combination.
1. Ice is somewhat single target centric. Frost breath has a wide enough cone and decent range but it also has a relatively long cast time. That and it also roots you. Ice storm by itself is not damaging as it is meant to be more of a minor debuff/CC power. Slot it with procs though and you'll get much more out of it. Blizzard is an awesome nuke type power but it will drop all your rad toggles which could be bad news for you if it isn't enough to kill the enemies.
2. This combination is quite draining on endurance. I'd try to go for perma AM (or close to it at least) to help offset that. -
I have a low level DP/Therm corruptor that I'm finally leveling up and he's at the stage where he has to decide whether to take swap ammo or not. Do the various types of ammo really make enough of an impact to justify using up at least 2 power selections a worthwhile investment? Now I've read that fire ammo is the best of the bunch, is this true in practice? Lastly, when I slot each individual powers for damage, do those modifiers (from IOs, etc) also improve the amount of the fire ammo DoT? I'd appreciate any opinions, experiences, etc.
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Quote:Hmm, I tend of think of the -tohit from Dark Miasma actually synergizes quite well with the resistant based DS. One can have all the resistance in the world but the best defense is to not get hit in the first place. Here's how I prioritize the various defensive measures in terms of increasing survivability with 1 being the highest priority.Not sure I want to do dark. It has some nice control for sure, great debuffs and such but it's just not good synergy with demons I think. Demons are slightly resist focused with the T2 getting a resist buff it will toss around, while dark debuffs tend to generate -tohit which would synergize well with a +defense set like bots or maybe even thugs with stacked maneuvers or something.
1. Defense
2. -Tohit
3. Resistance
4. -Damage
5. Healing
Now since Dark Miasma only has one +def buff power, -tohit debuffs on enemies is the next best thing in my opinion. You can effectively stack on enough -tohit to mimic the same effect of having softcapped defense. It's the same logic behind why a lot of resistance based brutes/tankers opt to build up their positional/typed defenses as opposed to adding more resistance.
In terms of Thugs and Bots, I actually think of Traps and FF as having better synergy for those primaries. After all, those are the only MM secondaries that can actually softcap the defense of your pets as well as yourself. To me, it's always better to go softcapped defense because it is a more reliable option than -tohit. This is not to say that -tohit doesn't help or is irratic, it's just that it *could* be resisted, especially when you're fighting against AVs and such.
Anyways don't get me wrong, Thermal is a great MM secondary and works quite well with DS. I just personally rank Dark Miasma a tiny bit higher. You should go with what you're comfortable with in the end. -
Here's my suggestion by modifying the power selections within the Controller Stone Mastery APP.
Hurl Boulder
Fault
Rock Armor
Earth's Embrace
Tremor -
I picked Dark Miasma as my secondary. It's got just as many nasty debuffs as thermal or any other secondary for that matter with the exception of Traps. Just like you, I don't like having to constantly rebuff my pets so having a toggled buff like Shadow Fall is a big plus for me. That and I get a 7th pet in Dark Servent is pretty nice also. Now Dark doesn't have as many healing options as Thermal but I personally think that's less of an issue for DS because ember demons already have heal powers to begin with.
As for your second question, DS pets have a mix of attcks available with tier 1s have mostly ranged attacks and tier 2/3s having more melee attacks. Demonlings for example *usually* prefer to stay at ranged but with the latest AI update, their behaviors have become more random and illogical. There seems to be always at least one crazy demonling that likes to charge into melee range. I guess the only real way to describe the current pet AI is.... organized chaos? Just make sure you always have the goto command ready for the times when your pets get too autonomous for their own good. -
Hmm, this thread is still going?
These past 9 pages sure have included a lot of interesting topics though it is a bit confusing to me. Since I have both the so called "FOTM" builds (Thugs/Traps MM, Plant/Psi Dom, SS/WP Brute, Fire/Kin Corr, etc) as well as off colored builds (Grav/Energy Dom, Fire/DA Brute, MA/Regen Stalker, etc), should I be considered as a bandwagoning lemming or independent thinker?
Ah well, maybe I just don't give a **** about what other people think of my builds and just play the game. Imagine that. -
I don't know what a lash set would look like but I sure do know what the characters with that set will look like. Let's just say we'll have a flood of Indiana Jones look-alikes running around in AP or MI. That or scantily clad female dominatrix styled characters. The human psyche is so easy to predict sometimes.
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I'd suggest using only 5 Crushing Impacts and sell the 6th on the market (or save for a later character). For example, if it's a character with a lot of global accuracy, I'll leave out Acc/Dam and go with the other 5. Now if it's a character that has endurance issues but plenty of global recharge, I'd dump Dam/Rec instead. You'll get pretty good modifiers across the board (especially damage) with just 5 as it is. Lastly, the final set bonus for CI (2.5% psi resist) really isn't worth the 6th slot which can be put into a different power if your build is tight (as most brute builds are).
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Martial Arts. The current animation looks rather dull and drastically lacking in the wow factor. Even the moves in old school 70's Kung Fu cinema look better. For cinematic prettiness, maybe add some John Woo flair or Yuen Woo-Ping styled choreography to it.
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Well, spiders in general have poor eyesight. Brown recluse is no exception with their 6 eyes. Maybe this is the devs way of being true to life.
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