mauk2

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  1. Quote:
    Originally Posted by PleaseRecycle View Post
    Assuming HPT fully slotted for healing, the brute's HP advantage is 210 at level 50. That's a scant advantage indeed. It also results in a 12% advantage in regeneration. Accolades and set bonuses are also about 12% better for the brute. To that I say, "Big deal." Neither gets anywhere near their AT's HP cap.

    My TW/WP scrapper is actually going to have better HP than a brute who doesn't specifically focus on it just because I'm pursuing a defense set slotting strategy that nabs a few HP bonuses as well. The brute can do the same thing but nothing will change the fact that their edge is, at best, about 12%.
    12 percents, you say?

    Ok, lemme see if I can't illustrate.

    I made two builds. One is a kat/wp scrap I've been meaning to run up for a long while now. The other is as exact a copy of that build as I can manage, except as a brute.

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    Ok, assuming I can paste right, there they are.


    Now, the scrap build has 2379 hp's and regens 71.04 hp's a sec.

    The brute has 2663 hp's and regens 79.54 hp's a sec.

    The brute is better. It has more hitpoints, and regenerates faster.

    Let's suppose they are subjected to equal damage streams of 80 hitpoints per second after all mitigation. (See where this is going?)

    The brute can sustain this forever. The scrapper will die.

    At base, the brute has 284 more hitpoints, and regenerates an extra 510 hitpoints per minute of combat. To put it another way, after a two minute combat the brute is 1304 hit points ahead of the scrapper. Three minutes is 1814, four minutes is 2314 at which point the scrapper very likely faceplants and the brute is literally unscathed.

    It gets much worse.

    Assume the scrapper, sensibly, hits Strength of Will. The brute does the same. And then the brute grins evilly, and pops an orange on top of it.

    Yeah, that's the end of that comparison.

    However!

    The Scrapper does more damage!

    Well.....no.

    Looking at those two builds (and assuming I have crit's turned on, which I certainly think I do) I make an assumption of 70 percent fury for the brute. I find this to be a solid and fairly conservative estimate for high-level play easily accomplished by builds of this nature. (I could justify 80 percent, but it's ugly.)

    Under those conditions, the brute is doing MORE damage than the scrapper.

    Now, kat/wp is by no means a combo slanted towards a brute strengths or away from a scrappers strengths. But the brute on identical builds is tougher, can easily be MUCH tougher, and does equivalent damage at least.

    Oh, I didn't put up StJ builds because i already had the one kat/wp build and I'm lazy. Sorry.
  2. wp is much better on a brute. The hit point difference and regen difference is substantial.


    StJ seems to have been designed to be close to AT agnostic. DoT heavy sets are better on a brutes (much), while pet-heavy sets are better on scraps (some). StJ seems to be close to flat: It performs about the same regardless of AT or recharge.

    Go brute: wp is better on a brute, StJ is about the same.

    Mechanically speaking, for my money, the strongest scrapper build is an elec/shield/body. The strongest brute build is a fire/wp/soul.
  3. I love both wp and inv. I have many toons of both. (I like them best because I can turn off the special effects. If I work up a good costume, I wanna SEE it.)

    Of the two, direct experience is that invuln is tougher now. Before the defense debuff was removed from Unyielding, Willpower was better.

    The reason is this: Invul is a DEFENSE based set. NOT resist. Not any more.

    Invuln is actually one of the best defense based sets. With effort it can reach defense levels on a par with shield defense and super reflexes.

    It does this while STILL having solid resist numbers, especially against S/L, the most common damage type in the game.

    It can get all this defense and resist while also having significant debuff and status resistance.

    It's true that other sets have better status defense, better resists, better defense, etc. Invuln is the BEST set at nothing. It is, however, good to very good at almost everything.

    The broadness of it's performance envelope is the reason it is widely and correctly seen as the second best mitigation set.

    Now, invuln has it's issues.

    It's combat aura, Invincibility, comes late, VERY late. Until that arrives, it can be a rough ride.

    It's passives are not incredibly strong, but you REALLY want to take them anyway, which leaves you a bit short on power picks.

    It has no utility AT ALL. This is a power set which only does one thing: Keep you alive, period. You get no debuff's, no drains/stuns/slows/mezzes, no end power, no recharge boosts, no damage boosts, no movement boosts, one tiny to-hit buff, and that's it.

    However, when it comes to what it does, Invuln is very, very good indeed.


    Willpower is a much easier ride, quick recovery makes a BIG difference, but for durability? Invuln beats everything but stone.

    Darn it, second best again....
  4. mauk2

    +4x8 Solo ITF

    Didn't somebody on a ss/fire brute do one of these in less than two hours as a master one back a while ago?

    Or maybe that was a tanker, I can't remember now.
  5. Quote:
    Originally Posted by KillerShrike View Post
    I have a year 1 Inv/Axe. I actually parked him for years because leveling was just too aggravating and axe was sooooo boring.
    I wouldn't say it's boring so much....

    It's...reliable.


    Quote:
    Somewhere between 35 and 41 the character hit critical mass and just became ridiculously tough, and also fun to play.
    Inv/ax is a late bloomer. It's true.

    Quote:
    The damage is still not that exciting. It's not _horrible_ but, really, soloing is not the toons forte.

    However, the tank-ification is really awesome.
    The only inv combo I've found to be consistently more tough than an inv/ax is the almighty inv/dm. And inv/dark gives up a LOT of AOE for it.

    Quote:
    So...I dunno. Axe itself is kind of meh, especially grinding up the levels. I think a Inv/Mace would be even more fun.
    When Mace was buffed a while back (which it desperately needed) Ax should have probably gotten a look at too. As it is, ax has been eclipsed. That said, I still like ax on dedicated TANK builds, because knockdown is much more aura friendly than stuns. The damage is...not so much.

    For my money, I think Axe needs two small changes.

    The single target attacks need to have a Bleeding damage dot added to them, ripped straight from Broadsword. This will keep ax notably different from mace and boost the damage up to get kinda closer to the incredible clobber. And then the maximum targets cap of Cleave and Pendulum needs to be reversed. Small, simple things, but they'd make leveling an axer less of a chore, and frankly, the cleave/pendulum thing makes no sense at all the way it is now.


    Quote:
    But, never the less, I've been very surprised by how much more I like this character in the end game than I did leveling.
    Yer a crazy bastid 'wit an ax! What's not ta luv?
  6. mauk2

    deleted thread

    Quote:
    Originally Posted by Blue_Centurion View Post
    Please let this thread die and stop posting here.
    hay guys....whut is all this?
  7. mauk2

    Fire/Mace Advice

    Quote:
    Originally Posted by Aguacate View Post
    Thats a pretty solid build there. Expensive for sure but solid, you mind me asking what your vision was on that?
    No vision, I just tossed something together that I was sure would work. Have fun! Use YOUR vision to kinda 'color between the lines.

    Er, I might've forgot to put a knockback IO on it, the build I ripped that from used a couple sets of PVP's for 6 points of KB resist.

    If I did, well, just stick one on somewhere, there's room.
  8. Quote:
    Originally Posted by Comicsluvr View Post
    I've been seeing a lot of Axe/Inv Tank builds and posts lately and everyone seems to rave about them. I know why Invul is popular but why Axe? Is it simple damage output, the 3 AoEs or something I'm missing?

    Thanks in advance.
    As the proud owner of an inv/ax from before issue 1, allow me to express a few thoughts.

    Yes, inv/ax is a stellar combination for tanking. Not because it is the best at anything, but because it is good at a LOT of things, and the two sets combine seamlessly.

    Invuln is widely and properly viewed as 'second best' among the armor sets. Stone wins, hands-down, but invuln is reeeaally good, especially when well supported by slotting.

    Battle ax does reasonable tanker damage, not great but okay. It has a good blend of single target and AOE powers that allows powerful slotting combos to support Invuln. Axe does a single, reliable, and consistent form of mitigation, ie, knockdown. Knockdown is in my opinion ideal when paired with an invuln, because it lowers incoming fire but carries no risk of your 'minion shield' moving away from the mighty invincibility.

    Ax actually combines very well with any set that has a combat aura, invuln, willpower, shield, etc. But of those, invuln is widely and properly viewed as the toughest for tanking the hard stuff.

    What inv/ax is NOT, is a high-damage, flashy toon. Shield, ice, fire, etc are going to do more damage, and have the spectacular flash/crash/roar going on.

    What inv/ax IS is one of the best, solid, reliable TANKS. A well-built inv/ax is going to blow away nobody, but people will be happy to see you anyway.

    Besides. You're a crazy bastid with a huge honkin' AX. What's not to love?
  9. mauk2

    deleted thread

    hay guys wassup in here....
  10. Quote:
    Originally Posted by Bloodspeaker View Post
    Axe Melee, but only if you use the shovel.

    Sadly, Dual Blades does not include paired garden spades.
    The Shoveler was PURE WIN.
  11. Claw/regen/mu brute. Regen is ideal for a ranged meleer. And regen brutes are monsters.

    MONSTERS!
  12. Hmmm.

    Defender with leadership pool, for confuse/terror defenses. Cold primary. Sonic secondary.

    Ice shields to make stuff miss, ice shields for extra resists, and benumb. Sonic for the -resist, including a handy cone.

    Oh, benumb, how I love it....

    Cold/sonics melt hard targets as well as anything. Leadership toggles to add a hefty confuse/terror. Ice storm for teh win. Heat loss for moar debuff and infinite endo.

    it is teh nice.
  13. mauk2

    Fire/Mace Advice

    Quote:
    Originally Posted by Aguacate View Post
    I cant recreate the current build on a count of it being pre-inherent fitness so Im falling short with power selections and dont wanna add any filler powers just to hit certain levels. I did notice that I was lacking Clobber so that one addition would help. Theres no IO's slotted or set bonuses involved so Ill just rephrase my question as so, if I were to build a Fire/Mace tank would you or anyone have any tips and what to choose or suggestions on what not to from previous experiences. Survivability was never an issue as Ive got that part covered with just SOs so I guess what Im going for is recharge and damage to be used as a good tank for end game content I pretty much gave up on this toon after playing brutes, scraps, cors and blasters so bringing some fun back to my first ever toon would be nice. I have plenty of respecs and inf to use so thats not an issue. Ill take any suggestions without criticism as this build is a clean slate for anyone that wants to offer their opinion.

    I made you a thing.

    I hope you liek it.


    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: War Mace
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Fire Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(37), S'fstPrt-ResDam/Def+(39), GA-3defTpProc(42)
    Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Acc/EndRdx/Rchg(48)
    Level 2: Blazing Aura -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(3), C'ngBlow-Acc/Rchg(5), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-Acc/Dmg/Rchg(17), Erad-%Dam(43)
    Level 4: Healing Flames -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(13), Panac-Heal/Rchg(42), Panac-Heal/EndRedux/Rchg(42)
    Level 6: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11), GS-Acc/Dmg/End/Rech(48)
    Level 8: Consume -- Efficacy-EndMod/Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(43)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), Ksmt-ToHit+(48)
    Level 12: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam/Rchg(50)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Boxing -- Stpfy-Acc/Stun/Rchg(A)
    Level 18: Burn -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Dmg(19), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(23)
    Level 20: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam/Rchg(45)
    Level 22: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Acc/EndRdx/Rchg(34)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def/Rchg(50)
    Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(31)
    Level 28: Whirling Mace -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Rchg(31), C'ngBlow-Acc/Dmg(33), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Acc/Rchg(45)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(50)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 35: Shatter -- Oblit-%Dam(A), Oblit-Dmg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
    Level 38: Crowd Control -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(39), M'Strk-Acc/Dmg(39), M'Strk-Dmg/EndRdx(40), M'Strk-Dmg/Rchg(40), M'Strk-Acc/EndRdx(40)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(46)
    Level 47: Build Up -- AdjTgt-ToHit/Rchg(A)
    Level 49: Temperature Protection -- Aegis-Psi/Status(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    Level 50: Pyronic Radial Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Polar Lights Core Superior Ally
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run



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  14. Quote:
    Originally Posted by Bigbadblue View Post
    After playing pretty much non stop for the last few days I made it to lvl 50. Lots of Tf's along the way and some pwr leveling, hanging w/buds on farms. I went with Mauks build. Less the Ragnarok and the Apocs. I got pretty much everything else though.

    Still, I am noticing endurance issues. I was curious does anyone think that Cardiac Core Paragon would be viable? I should add it's not a major issue I just find myself eating a few blues so I don't DE-toggle myself....I am currently running 9 toggles.

    Thanks!
    If you took spiritual, swap to agility. If you're already on agility, go to cardiac.

    And wow, that's some serious button-punching.... Can you export your build via titan's and post it, I would not mind examining it for whatever the issue is.
  15. Quote:
    Originally Posted by Blue_Centurion View Post
    I have the missions set pretty easy, just coasting through and reading the game as a giant interactive comic. Some of the blueside stuff is surprisingly well written. The Faultline stories are very nice. Who knew clockwork were psychically controlled. And now that you mention it it makes perfect sense. The Clock King is a brain in a jar. Who knew the Sky raiders captain's outfit would make Elvis say "Now that is gaudy..."
    LOL!

    This is my absolute favorite way to play. Get solo on a good, fun, toon, loaf along, and enjoy the story. There's a hella lot of cool stuff out there.

    Heck, for a long time, I'd take a day or two every month and run story arcs from AE like this as well. The GOOD stuff in AE? It's at least as good as anything the Dev's have put out. The hard part is finding it.

    More importantly, experiencing the content makes the game as a whole a lot more fun. The Praetorian lowby arcs are freaking AWESOME when you work out how everything is twisted and backwards from the regular stuff.

    Have fun, man!

    ...dang, now I wanna start doin' this. Hell, I even JUST rolled a new SS/Inv brute.

    Hmmm......
  16. Quote:
    Originally Posted by Dechs Kaison View Post
    I'm with Z-man. What you want is a bots/traps. Henchmen are all but immune to the AV powers, and bodyguard still resists unresistable damage, and they all get extra level shifts. Tankerminding never felt so good.
    This.

    On a fast-moving trials, MM's are ponderous at best to get from place to place, but they are invaluable when it comes time to drop anchor and ANNIHILATE something. Not to mention the buffs/debuff/ridiculousness of the bots/traps combo.
  17. Quote:
    Originally Posted by TeChameleon View Post
    "If it's flying, it's dying."

    I play tanks. A LOT of tanks.

    If I get a crazy knocker on a team, I'll roll with it for a while. If it gets to be TOO annoying, however, I'll just leave. On a good tanker, you're only slowing down to let the team keep up with you.

    So, to escape the knockback, for a breather or something, I'll just play forward a few spawns. When the cataclysm catches up, that's my cue to move on.

    Everybody wins! I get to clump them up, put them where they need to be, soak the alphas, and soften them up a bit, the knockers get nice, tightly clumped groups to blow to bitty pieces.
  18. Quote:
    Originally Posted by Bigbadblue View Post
    Awesome stuff, thanks. What would you recommend for the Incarnate Alpha slot. Do I need the recharge one?
    Yes. Either spiritual or agility, they are both decent.

    Quote:
    Also on Muak2's build I noticed a high amount of recharge.
    Correct, that build is designed to max-stack Reactive (or your favorite interface) on as much stuff as fast as possible. It's a modern look at one of the old buzzsaw builds. As a result, it will also lay down the single target damage at a pace that will make your head spin. It isn't a max-dps build, but it will do the job.

    Quote:
    I was curious to know Mauk how come Mu over the Fire pool?
    Mu's main AOE is open with only two power picks, and you can skip the immob power. On a willpower, you want them to cluster up on you, immob = bad.


    Quote:
    And why not Eagles Claw?
    Animation time is just too long for this sort of build, the damage is not impressive compared to the other attacks, and the 'special' to the crits is too weak and intensely subject to lagging out. People who complain about willpower being dull have never played a buzzsaw. I love the way Eagle Claw looks, don't get me wrong, but an attack had to go to slot out the two Epic attacks. For my money, the weakest in the toolbox was Eagle Claw.

    Quote:
    Reason I ask is I'd like to work those two (conceptually) in my build.
    Concept ALWAYS wins. The reason I have not put this build on Live is because it breaks the toons concept. (sigh) I SO wanna update this toon, and just can't see a way forward I like.


    Quote:
    I like Pines build... very close to Mauks build as far as defense and resistance is concerned. However Mauks build has way more recharge. Pines build is way more affordable. And Pines build has Eagle Claw (I actually like this) and the fire mastery pool.

    I guess my goal would be to snag Pines affordability (moderately so), keep Eagle Claw and fire pool. But keep Mauks recharge rate.
    Heh. The more resources you can toss at the build, the more toys you get to play with, that's just the way it is. Pine's build would play like a monster, have no worries about that.
  19. Quote:
    Originally Posted by Bigbadblue View Post
    Hey gang. First time here in the Scrapper department =)

    I would like to try a MA/WP Scrapper and I was curious to know if anyone has played this combo. Maybe some reflections... if you don't mind on how it plays. I really love WP...and I'm a big Martial Arts fan.

    I know from other forums they usually don't like it if you request to see someones build, but I'd love to have a reference to draw on. So if someone could post one... that be great. Even if it's high cost.

    I know MA has aoe issues but I was thinking about the fire mastery pool. Anyway thanks a bunch in advance.
    I recently posted this ma/wp/mu build, see what ya think:

    http://boards.cityofheroes.com/showt...40#post4048440
  20. Just as a point of order:

    The new Might of the Tanker set, if it makes it live in its current format, will have serious implications for Tanker builds, because on certain primaries, it can make the Fighting pool optional all by itself. With Incarnate abilities, it's even pretty easy.

    Dark, Elec, Fire, Shield, etc, there are many builds that are majorly impacted.

    For Invuln, this is VERY significant, because dropping Fighting allows you to fill out leadership, to get some confuse/fear resistance, and that is....attractive.

    Making the Fighting pool an option for the first time in seven years is a Big Deal. (!)

    This is why I've got several toons on 'pause' for a while, until we see how this plays out. Just sayin'.
  21. ....

    At launch, Martial Arts/Regen was one of THE best combos around, and it still is.

    Dragon Tail. It's ALL about Dragon Tail. Knock'em down, click a clicky while they're getting back up.

    Granted, all of this is dependent upon you being able to manage your own survivability. It's a very active playstyle, to put it mildly.
  22. mauk2

    Toxic Damage

    Quote:
    Originally Posted by GuyPerfect View Post

    Clicking? Compared to what?
    He's referring to your playstyle, which is very mouse-centric.

    IE, in that video you hunt and click every power you activate.

    Many players, such as myself, instead activate powers with their left hand by typing the corresponding numbers. It's a much MUCH less clicky existence. Heck, for years, in combat I maneuvered using the arrow keys, and still do when the going gets seriously intense.

    It's neither good nor bad, just different ways of doing stuff.
  23. Quote:
    Originally Posted by _Pine_ View Post
    I haven't fiddled with it. But could I put in ALL my attack powers available, and it pick the best chain? IE. put all of DM's attacks, Smite, Shadow Punch, Shadow Maul, Siphon Life, Midnight Grasp, Ring of Fire and Fireblast, and it pick out that Smite->MG->Smite->Siphon Life is the best chain. Or will it try to make a chain with all the powers given?
    It will leave out attacks. It seems pretty darn bright, all things considered.

    Also, after considerable thought (and looking at mah screen while I hit stuff), I have had a notion concerning AOE's.

    Namely:

    You can pick one of three levels. The basic level is the AOE damage is multiplied by 2.5 for a 'teaming, noodling around' setting.

    Or, you can set AOE damage to multiply by 4.5 for 'I aim with a little care and have friends who play really fast.' For intense play, I think 4.5 is a reasonable place.

    Or, set AOE damage to multiply by the powers target cap, for 'I Liek Farmz'.

    Just a thought.
  24. I personally think a MUCH better idea would be to revisit Hami-O's.

    Hami's should drop during the Underground Trial. At a minimum they should be included on the loot table.

    Hami's should drop during the Seed of Hamidon zone event.

    There should be entirely NEW Hamidon IO's added, perhaps called Praetorian Hamidon Enhancements.

    Some ideas:

    An Acc/Dam/End/Rech Hami-O
    A Buff/Recharge Hami-O
    An Acc/End/Rech Hami-O
    A Move/Rech/Resist Hami-O


    Etc, etc. I think this would be verrrry nice indeed. Plus the Freem'rs would get a boost!
  25. The new ATIO sets are PERFECT for Spinning Strike.

    And, they're pretty darn nice, to boot.


    http://paragonwiki.com/wiki/Archetype_Enhancements