mauk2

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  1. Rather than viewing this as a nerf to katana, I prefer to think of it as a buff to broadsword, which is a set that REALLY needs some love.
  2. mauk2

    /Invulnerability

    Quote:
    Originally Posted by Nihilii View Post
    I much prefer Rebirth than Barrier on any invul - which doesn't invalidate the argument /inv on brutes beats /inv on scrappers, hovering around 3k hp rather than about 2.4k means 25% more hitpoints recovered per second. When we're talking about ~700% regen at the lowest point, this is a significant difference.
    Also an excellent choice. Indeed, rebirth-dull pain-unstoppable can be combined to make a toon that nearly ignores the unstoppable crash. The build above has three end procs, it is not at all uncommon to get a proc when the crash hits which gives you ten end to keep your toggles up.

    It is bliss.



    Quote:
    A few external resistance buffs, or sturdies, can also dramatically improve your survivability in some situations. 90% res takes 0.4 as much damage as 75% res (or 75% res takes 2.5 times as much damage as 90% res), and it only takes +15% to go from 75% to 90%.

    Also true. For an invuln brute, oranges are USEFUL.

    Quote:
    One potential downside is, lacking any endurance management, the loss of CP can be a hurdle if you build for highend performance. Not impossible to manage by any means, but it will imply a greater build focus on endurance reduction/recovery than your average scrapper with CP will need to have.
    I solve this by packing on lots of performance shifter end procs. I find it works well, especially with claws being a lightweight set to run.
  3. Quote:
    Originally Posted by Katie V View Post
    Is it really that scary?
    It's tintable travel powers.

    I suspect 'scared' isn't what soiled him.

    (and, ew.)
  4. mauk2

    /Invulnerability

    Quote:
    Originally Posted by Nightchill_EU View Post
    Genuine question: why?

    I have the feeling FA and ElA are better because of the self 90% res but Invul hardly goes passed 70%. Scrappers dont lose anything due the class design on Invul, do they?



    As for the topic, I have a slight feeling that Invul may also perform good on accucary hungry sets like TW (most likely running Cardiac or/and Ageless).

    Invuln has a superb hit-point boosting power, dull pain, that brutes gain a lot more from.

    Brutes have 90 percent resistance caps, and every time you hit barrier, you hit 90 percent vs S/L damage, and stay there for a good long time. And if barrier isn't up at a good moment, I punch Unstoppable instead.

    You have not seen glorious until you've seen an Unstoppable brute at fury cap smashing a mountain of bad guys.

    My particular inv brute is a claw/invuln. It is a ridiculous mass of awesome.

    (looks for build.)

    Aha, there it is. This is a 'tanker' build that also happens to do stupidly ridiculous amounts of damage. It's designed to be surrounded at all times, always pressing forward.


    Here, this is very close to what I run on live:

    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Honorah_21_2: Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Invulnerability
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Strike -- Mocking-Rchg(A), Mocking-Taunt/Rng(3), Mocking-Taunt(5), Mocking-Taunt/Rchg(7), Mocking-Taunt/Rchg/Rng(37), Mocking-Acc/Rchg(40)
    Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/Rchg(46), GA-3defTpProc(46), S'fstPrt-ResDam/Def+(46)
    Level 2: Slash -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(3), Hectmb-Dmg/Rchg(5), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(21), Achilles-ResDeb%(37)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 6: Dull Pain -- Panac-Heal(A), Panac-Heal/EndRedux(15), Panac-EndRdx/Rchg(15), Panac-Heal/Rchg(42), Panac-Heal/EndRedux/Rchg(43)
    Level 8: Spin -- Oblit-%Dam(A), Oblit-Dmg(9), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13)
    Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx(39), DefBuff-I(39)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(17), LkGmblr-Def(31)
    Level 14: Boxing -- C'ngImp-Acc/Dmg/Rchg(A)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 18: Focus -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg(19), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(29)
    Level 20: Follow Up -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg(25), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29)
    Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/Rchg(34)
    Level 24: Super Jump -- Winter-ResSlow(A)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
    Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(31), LkGmblr-Rchg+(42), HO:Cyto(50)
    Level 30: Resist Energies -- Aegis-Psi/Status(A), Aegis-ResDam(45), Aegis-ResDam/Rchg(45)
    Level 32: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(40)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), Mrcl-Rcvry+(45)
    Level 47: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Taunt(48), Mocking-Acc/Rchg(50), Mocking-Taunt/Rchg(50)
    Level 49: Unstoppable -- TtmC'tng-ResDam/Rchg(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(43)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Marshal
    Level 0: Invader
    Level 50: Reactive Total Radial Conversion
    Level 50: Spiritual Core Paragon
    ------------



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  5. Quote:
    Originally Posted by StratoNexus View Post
    I haven't seen anyone whining.
    Really?

    Let's examine the thread title in detail, just for starters.


    "So how do blasters feel about nukes going from scale 6.0 dmg to scale 4.0?"


    Hmmm. So, this thread title indicates that the damage on blaster nukes is getting cut by a third. That's 6.0 scale to 4.0 scale. Well, DANG! A ONE THIRD CUT?! Holy crap, that SUCKS!! Do the dev's expect us to believe this is anything but a huge nerf?!

    It then asks how blasters 'feel' about this supposed slash in damage. Well, golly, I'd feel pretty mad about getting nerfed by a third! That's a HUGE NERF!




    The thread title, and many, many posts, take no account of the other changes to nukes.

    Namely, nukes are getting their recharge times cut by more than half, and their endurance costs cut by roughly three-quarters, at least. You mean blasters won't have to re-toggle every time they use these powers any more?

    Golly, those seem like positive changes to ME. As a matter of fact, if you tally it up on your fingers and toes, it looks like nukes are getting just around DOUBLE the effectiveness out of this HUGE NERF. But there is no mention of anything positive about these changes.

    The thread focuses solely upon a perceived negative.

    That's whining.


    Eh, I was gonna post in some other examples, but ya know, that one's plenty for me.

    Quit whining about hugely positive changes. It's not productive.

    I swear some people would complain about having a money tree in their back yard because raking up all the cash was hard work....
  6. This thread makes me want to gouge out my eyes.

    Are people REALLY WHINING about this change?

    The recharge time on nukes is being cut to LESS THAN HALF, and people are WHINING? This means that you can nuke much MUCH more often. Overall, I'd wager this change DOUBLES the amount of damage a blaster can do with their nukes.

    And people are WHINING? What, you want fries with that, too?

    (Accepts the new nukes with joy and reverence.)
  7. I tinkered a bit: In deference to your build choices, I did not add dragons tail.

    BUT: YOU SHOULD TAKE DRAGONS TAIL. It's the only AOE you get, and you need it. Similarly, I'd wait until the pools get revamped, and look hard at exploding shurikens instead of shurikens.

    That said: I thickened up your attacks a lot: Storm Kick is the best attack in the set, it's now six slotted. I turned on your accolades and added a couple selections for incarnate powers as well.

    It looks like a fun, sturdy build, you will like it.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sonja Darkstar: Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), GS-Acc/Dmg/End/Rech(31), GS-Acc/End/Rech(36)
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(5), Numna-Heal/Rchg(7), Aegis-ResDam/EndRdx(7), Aegis-ResDam(9), Aegis-ResDam/Rchg(9)
    Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13), S'fstPrt-ResDam/Def+(13)
    Level 4: Super Jump -- Jump-I(A)
    Level 6: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(15), Numna-Heal/Rchg(15), RgnTis-Regen+(17)
    Level 8: Cobra Strike -- SScrappersS-Acc/Dmg/Rchg(A), SScrappersS-Acc/Dmg/EndRdx/Rchg(17), SScrappersS-Rchg/+Crit(19), P'ngS'Fest-Acc/Dmg(19), P'ngS'Fest-Dmg/EndRdx(27), P'ngS'Fest-Dmg/Rchg(29)
    Level 10: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Rchg+(21)
    Level 12: Crane Kick -- KntkC'bat-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(23), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(31), Numna-Heal/Rchg(31)
    Level 18: Crippling Axe Kick -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(33), SScrappersS-Dmg/EndRdx/Rchg(33), P'ngS'Fest-Acc/Dmg(33), P'ngS'Fest-Dmg/EndRdx(34), P'ngS'Fest-Dmg/Rchg(34)
    Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(34)
    Level 22: Kick -- Acc-I(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(36), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37), GA-3defTpProc(37)
    Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(40)
    Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(40), LkGmblr-Rchg+(40)
    Level 32: Eagles Claw -- Hectmb-Acc/Rchg(A), Hectmb-Dmg(42), Hectmb-Dmg/Rchg(42), Hectmb-Dmg/EndRdx(42), Hectmb-Acc/Dmg/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 35: Caltrops -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), TmpRdns-EndRdx/Rchg/Slow(50)
    Level 38: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45)
    Level 41: Shuriken -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46)
    Level 44: Spring Attack -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(46), Erad-%Dam(46), C'ngBlow-Acc/Dmg(48), C'ngBlow-Dmg/EndRdx(48), C'ngBlow-Dmg/Rchg(48)
    Level 47: Strength of Will -- ResDam-I(A)
    Level 49: Tactics -- EndRdx-I(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Critical Hit
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- IntRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(36), Numna-Heal(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(23)
    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: Reactive Radial Flawless Interface
    ------------



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  8. bs/sd is an extremely iconic combination, and as a result, is extremely good together. It's easy to level, and tops out quite high.

    wm/sd is a bit less mitigation than bs/sd, but you get the jaw-dropping clobber and the amazing power of crowd control.

    Both are extremely good, build for endurance sustainability, defense, and mow down the crowds.
  9. If the Gaussian proc change makes it live as-is, this is a huge, HUGE boost to pulse-damage toons of all sorts.

    For example, I have a beloved elec/elec scrapper with build-up time synched to lightning rod. That toon already hits like a deity every 30 seconds, and this change is going to make it SO MUCH BETTER, as that utterly useless Gaussian proc now actually does something worth it's unique status.

    I am tentatively pleased.
  10. Staff has very good AOE and very good self-buffing ability.

    Defensive sets that go well with it:

    In my opinion, the best fits are either fire, electric, or dark.

    Dark armor is okay on a brute, IF you get the endurance IO in your self-heal. Otherwise, dark armor stinks pretty bad.

    Electric armor is quite a lot better, due to the regeneration boost and better distribution of resists. Plus, electric armor has infinite endurance, versus dark being end starved without the IO and barely reasonable with it.

    Fire armor is best on a brute. Good self-heal that doesn;t destroy your end bar OR rely on bad guys in range. 'Okay' levels of resist that staff can buff. And fire has burn. OMG, it has burn and a taunt aura.

    Why are you looking at anything besides fire?

    Staff is AOE and self-buffs. Fire needs buffs, and provides epic levels of AOE on its own merits.

    This is a win/win.

    Yes, a staff/fire brute is going to be a bit light on single-target damage, to which I reply: BURN.
  11. mauk2

    So ... Snipes

    Quote:
    Originally Posted by John_Printemps View Post
    Scrapper using Moonbeam with three damage IO's and Musculature Core T4: 210.1 DPA
    --with Soul Drain (7 Targets): 319.2
    Brute using Gloom with three damage IO's and Musculature Core T4 and 100% Fury: 239.9
    --with Soul Drain (7 Targets): 293.2

    Well known fact: Scrappers benefits significantly in the realm of +Dam% compared to its heavier cousins.
    So....

    I posted a dm/inv scrapper build. Amazingly, it has soul drain, near-perma.

    So, on THAT toon, moonbeam is awesome. Just like I thought in the first place.

    Why am I payin' attention to you folks....

    Okay, project toon list gets a re-shuffle!
  12. Quote:
    Originally Posted by PleaseRecycle View Post
    It's almost like some of us predicted this exact scenario months ago. At least now I know the devs have me on ignore so I can get right to posting all those saucy images I have lined up.
    (sigh)

    Ok, I see a lot of "OMG THIS IS TOO GUD" posted in here.

    I don't see anybody running numbers.

    How does bonfire slotted with this proc compare to a whole bunch of other dot powers?

    Try, ice patch, rain of fire, and blizzard, for instance. How does it compare? Really?
  13. Quote:
    Originally Posted by Doctor_Embers View Post
    Are there any tank builds (DA/DM, WP/DM, etc.) that can generate enough healing and/or regen to withstand the unresistible damage from the incarnate trials, without having to back out of the damage zone?
    A dm/wp tanker might have enough healing/regen to manage it. It would take a beeeeefy build.



    Quote:
    I remember the old Hami raids where healers would spam enough healing aura to keep everyone alive. Is that strategy still possible in the incarnate trials?
    Yes, with the caveat that the healer brigade needs to stack some clarions in a lot of the content: Getting mezzed either stops the blizzard of green, or worse, gives it to the bad guys.

    And yeah, trying to outdamage a tooled up healer's aura is no fun.

    I was on an UG run once with 2 empaths and 2 thermals, all rockin' the aura. It was instructive.
  14. Quote:
    Originally Posted by SteelRat View Post
    More to the point, since when did Iron Man have CLAWS?

    Fair enough, it's a build that shows melee sets can be built with some range utility in mind, but as a build to mimic Iron Man, sadly it fails.
    Dude, it's as close as yer gonna get in THIS game.

    Use the tiny little widow claws, mech it up in the costume builder. For the flight, use a nice mech-looking jetpack, and if it bothers you that much, drop superleap for, uh, something else. Or just use it to mule the slow resist, which is what I'd do.

    Iron Man is the classic tank-mage: He fights in melee, he fights at range, he's super strong, he's super tuff, etc, etc, etc.

    Brute has good to excellent damage. Fits IM.
    Brute has good to excellent tuffness. Fits IM.
    Brute gets charged up as the fight does on. Fit's IM...sorta? Ehn.


    Build has melee attacks, and range attacks. I got the idea for spring attack from the Avengers movie, where Iron man and Thor were dukin' it out. (Yah know, that move where Iron Man sorta leap-stomped Thor? (SO COOL))
  15. Quote:
    Originally Posted by Siolfir View Post
    Ice Melee is the coolest, Electric is the flashiest.
    Oh, hay, I see what ya did thar....
  16. Quote:
    Originally Posted by NewName View Post
    Thanks for your input. For AT's I'm using let's see...I've done the first few missions of the DA story arc on my...

    Tankers:
    WP/SS
    DA/DM

    Brutes:
    SS/FA

    Controllers:
    Ill/Cold
    Fire/Kin

    Masterminds:
    Necro/Dark
    Bots/Traps

    Scrappers:
    TW/Energy
    Fire/Shield

    Dominators:
    Plant/Psy

    Stalkers:
    Staff/SR

    All have alpha and most have at least T1 of all incarnate abilities except hybrid. I usually pass around some more expensive IO's with them but all have expensive builds that focus on 45% defense, or 59% when possible, for S/L/E or positional, depending on the AT. So far all have gone SPLAT! against Knives of Vengeance.
    I'll just leave this here:

    http://boards.cityofheroes.com/showthread.php?t=291881


    For you, it's Knives. For that maniac, it's BP.

    Here's a hint: INCARNATE BAD GUYS ARE HARD.

    The fact you can do as well as you can is a testament to your mad skillz, but I strongly suspect, you're doing just about as well as its possible to do, given the state of play right now.

    Relax! Have fun! You're doing waaay better than I ever will!
  17. Quote:
    Originally Posted by LSK View Post
    U mean the one where there is hardly any attacks?
    ....

    Do you even read these things? The attack as posted has seven attacks, an immob, a drain, and a damage shield.

    I think that's plenty.

    Yes, I grabbed the wrong save, before I kitted it out, my bad.
  18. Quote:
    Originally Posted by SteelRat View Post
    Interested by this post. Popped that data into mids and it gave me a Claws / Elec brute?

    Either I'm doing something wrong, or that data isn't right?

    Bit confused how a claws / elec brute mimics Iron Man?


    Oh, sorry, I posted the build before I put sets and slots in it.

    Anyway, it'd be a late bloomer, but it has six ranged attacks/holds, with ranges from 60 feet down to 30-ish. Shockwave is double-slotted with the brute ATO, but I'd prolly go 3/3 with the Overwhelming Force ATO instead, to stop the knockback.

    Yeah, I left off fly, but flight and electric is an uneasy pairing, and skipping the leaping pool removes one of your better ranged AOE opening attacks.

    But it's just to show some ideas: If you WANT a ranged attack toon, you can certainly make one on a 'melee' chassis these days, it's just going to be a late blooming build.

    And make no mistake, this is a TANKY build. It's not as tough as you can make a brute, but ranged attacks bring trade-offs.

    Anyway, here's the whole build:


    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Brute
    Primary Power Set: Claws
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), GS-Acc/End/Rech(13), GS-Acc/Dmg/End/Rech(13)
    Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(15), S'fstPrt-ResDam/Def+(17), GA-3defTpProc(39)
    Level 2: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(48)
    Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(40)
    Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), GS-Acc/Dmg/End/Rech(11), GS-Acc/End/Rech(39)
    Level 10: Static Shield -- TtmC'tng-ResDam/EndRdx(A)
    Level 12: Super Jump -- Winter-ResSlow(A)
    Level 14: Boxing -- C'ngImp-Acc/Dmg/EndRdx(A)
    Level 16: Grounded -- ResDam-I(A)
    Level 18: Focus -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg(19), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(23)
    Level 20: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 22: Lightning Reflexes -- Run-I(A)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(27)
    Level 26: Spring Attack -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Dmg(29), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31)
    Level 28: Energize -- Panac-Heal/EndRedux/Rchg(A), Panac-Heal/Rchg(29), Panac-EndRdx/Rchg(43), Panac-Heal(45)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 32: Shockwave -- SBrutesF-Rech/Fury(A), SBrutesF-Acc/Dmg/EndRdx/Rchg(33), SBrutesF-Acc/EndRdx/Rchg(33), BrutesF-Acc/Dmg(34), BrutesF-Dmg/Rchg(34), BrutesF-Acc/Dmg/Rchg(34)
    Level 35: Mu Lightning -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(36), Thundr-Acc/Dmg(36), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37)
    Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 41: Ball Lightning -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(42), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(43), Posi-Dam%(43)
    Level 44: Electrifying Fences -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Rchg(45), Enf'dOp-EndRdx/Immob(46), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(46)
    Level 47: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(50), Efficacy-Acc/Rchg(50), Efficacy-EndMod/Acc(50)
    Level 49: Power Surge -- TtmC'tng-ResDam/Rchg(A)
    Level 1: Brawl -- RechRdx-I(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 4: Swift -- Run-I(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40), RgnTis-Regen+(40)
    Level 4: Hurdle -- Jump-I(A)
    Level 4: Stamina -- P'Shift-End%(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Agility Core Paragon
    ------------



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  19. Quote:
    Originally Posted by JulioThom70 View Post
    Hello all.

    I've been away for almost 18 months, and am now doing the VIP thing. I still have my very first Character from I1, an INV/EM Tanker that conceptually was a guy in Heavy Powered Armor.

    Making an INV Tanker tough was simple, but I wanted some type of ranged blasts of consequences. I made do with LBE, and the damage was "meh". It was really more like a directed Taunt than a damage inducing power.

    I wanted to ask if, via the Incarnate System, can I actually give my Tanker the ability to have a decent ranged damage chain? If y'all don't think it's viable, any ideas on an AT that can mimic an Iron Man type character better?

    Thanks in advance.
    "Mimic Iron Man."


    If I had to do such a thing, here's what I'd try:


    Code:
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    |-------------------------------------------------------------------|
  20. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I haven't been following this too closely but I've gathered the general idea is that +tohit is needed to take advantage of the snipe changes. Would running tactics do the trick?
    On a blaster, no. On a defender, with a Kismet, yes.

    There is only one blaster secondary that can give you this easily and reliably, and that's devices. Dark and energy can get close if you can handle the clickiness required.

    Defenders and corruptors can perma-fast snipe. Some scrappers can, as well, is you assume they have a steady supply of bad guys to feed off of.

    Also, teaming. There are many buffs, and pretty much any two tactics stacked can get you there, if you toss a Kismet in.


    I'm getting the feeling that the snipes fix was only peripherally meant to improve blasters, and only situationally to be permanent. This is probably quite deliberate.

    The more important component of 'fixing blasters' is the survivability buff. We'll hafta see how that works out.
  21. So, the question: VersionA? VersionB? Or combine them, drop vengeance, and have both ageless and conserve power?


    Or? The nigh-mythical Plan C?

    Thoughts and opinions are appreciated.
  22. The second one admits that conserve power likely isn't enough, and takes ageless instead of rebirth. To try and get back a little survivability, I then drop conserve power for vengeance:

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    EDIT: wrong build, dopey me.....
  23. Okay, here's a couple of elec/sd scrapper builds.

    Back a few years, these were the FOTM and many folks got burnt out on them. However, it's still a VERY cool combo. So, here's a couple of builds I tinkered together.

    The first one takes rebirth as an alpha, and relies upon conserve power to mitigate the frankly insane endurance burn on this sucker:


    Code:
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  24. mauk2

    So ... Snipes

    Quote:
    Originally Posted by TommyTrD View Post
    Any scrapper with a Kismet, tactics, and bio armor in offensive mode will be able to have enough tohit for it to be perma. On beta Offensive Mode currently gives 7% to hit. Kismet is another 6%. Tactics can get you the rest I think. I'd have to look. Also if it weren't for that horrible re-draw claws/db would be great for it.


    Invuln is probably the strongest +tohit secondary set, with Invincibility giving +2 percent per foe base, +3 percent each with three cytos.

    Dark Melee and Claws/Spines are probably the strongest +tohit primary sets, with perma soul drain or followup.
  25. Quote:
    Originally Posted by dugfromthearth View Post
    I am wanting to make a grav/time controller and play through Praetoria from 1 to 40.

    Anyone done this yet?

    is it fun?
    how does the story hold up all of the way through?
    any particular path in Praetoria most fun? (loyalist, traitor, violent, peaceful)
    Prae, solo, is the best play in the game, and as an 8+ vet, I know what I'm talking about.