_Elektro_

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  1. Ah crap... there goes that idea. lol

    What was I thinking...? It is actually 15 feet.

    On the poison trap, how do you use it? I find I seem to place it too far and it has no effect, or it is too close the action and it gets destroyed almost instantly.
  2. So here it is... after several respecs, and a lot of experimenting.

    I don't know if it is good or not but this is what I've been doing for Beam Rifle/Poison.

    So far I think if I were to give up on this guy, I would just play my Beam Rifle/Energy Blaster full time, and not create another corruptor. (with Beam Rifle)

    What should I tweak in this build?

    Note: this build is a retry- including Venemous gas (again).....assuming it's fixed. Not sure about slotting though.

    ++edit++
    This was probably a bad idea. Maybe someone can delete this? Thanks.
  3. That's good news about Venemous Gas. Unfortunately, I play a few beam characters now (yes I am that crazy) and it just may not suit the character.

    Wait a second... I just rechecked the numbers. Apparently Venemous gas is... 70 Feet? Is this true? This -could- make it worth while?

    I still think trap is buggered and apparently not handled by the patch in any way.

    For the sake of this thread, I re-slotted Poison Trap and could not see any appreciable difference with any enhancements in it. Honest, I could not tell the difference.

    I started to think perhaps I am placing poison trap too far from my enemies/fight area... but unfortunately at higher levels AOE's wack the device almost instaneously.... It's useless. I don't mean to be derogatory but if Poison Trap is working as intended, it isn't very useful... expecially for a Tier 8.

    Unfortunately I am running out of Vet-specs.

    I am going to post my build for 21.5.... see what you guys think.
  4. Than you Negate. I appreciate it.

    I had heard about venemous gas, but not poison trap, but that makes sense because I have respecced it 3 times now and put different sets in it... and I can tell no difference whatsoever. So thanks for clearing that up.

    I am reluctant to delete this character... I've worked hard to get him to 46 (no farming). I still like the poison basics, but it would be so much funner with the last two powers working I think.
  5. Mine is 5 slotted with Crushing Impact and the 6th slot is a touch of death Damage/End/Recharge.

    It's up every 9 seconds. End cost is 7.7
  6. Thanks to this thread I am re-speccing my Street Justice/Willpower to include the speed powers.... Hasten/Superspeed/Burnout. It seems like a cool concept...we'll see how it plays out.
  7. I had my fire-time corr on a lot lately....

    And since I started this thread I've been wanting to really examine my end usage because a few people have brought up end consumption concerns with their fire-time.

    It finally happened where I had endurance isssues.... we were doing a Jenkins AV arch. We end up going against the dude who calls down orbital strikes and has the robot dudes with him in a court yard. I can't remember his name, sorry.

    Anyway, the level was set to +4 x8. The AV was +4.... I hit him with everything I had.... It went really well for a long time. I noticed that all of our full team was out of Endurance before me.... except one person.

    When my Chrono-Shift came up, the team had some endurance... for a short time. Then it was just me and this other person fighting a +4 AV.

    I would reach a point of... ah crap... no endurance... and then "Conserve Power" would pop up just in time. Eventually I ran completely dry, and had no more tricks up my sleeve.....BUT the AV fight was on for a VERY long time. The mission was reset... some people were certain he was bugged... he would get down to about 20% health and then regen like crazy. We went back in after turning it down and it was a different story.

    So now I'm thinking... does this mean I should go Cardiac?

    I did a further test... I went into AE with my Fire-Time and did non-stop groups by myself to see what would happen... the problem is the drop rate of blues is way more than I need.

    So I'm a bit stuck. I mean yes, in a prolonged AV fight with no insipirations, and no support characters (other than myself) I could have used cardiac. But at that rate, I still might have burned out of end.

    I'm still wondering if maybe you guys went more offensive on your builds than me. Am I the only one taking Conserve Power? I mean combined with efficient slotting, and Chrono-shift/Hasten, I get an end boost, and Conserve Power comes back....?
  8. Quote:
    Originally Posted by Electric-Knight View Post

    Based on the replies here, I'd say that it is an issue with those more concerned with numbers than you are.


    (Please don't read my humor as disrespect for the logical arguments based around efficiency... I could see how some people would not like this pairing of powers, but I think it is more a matter of personal preference, which is something we can't really answer for the OP one way or the other... We could ask what playsets a person does enjoy and ones they do not enjoy and maybe that would lead to a better answer to the original question)
    I think you're right actually. I think the most 'efficient' Beam Rifle Corruptor is a Beam Rifle Blaster. Get the better damage, take a 'passive' secondary and go to town.

    The more I think about this, the more I truly believe Beam is a very tough Corruptor set. It's very active, and requires a lot of attention.

    I'm not saying it doesn't work as a corruptor power... you just have to be willing to live with redraw (which I can and do) and you have to be willing to kind of 'set up' a battle.

    The advantage of the beam corruptor? Survivability, and as a result, better solo capability, and probably most of all.... a better team helper (although the argument could be made a blaster doing more damage will also lend to a team nicely.)

    I think if I were to drop my beam/poison I would probably go straight to a blaster set.
  9. I think if you're going to play Beam as a blaster, you want to avoid the redraw...

    If I weren't currently enjoying my Beam/Poison Corr I would probably do a blaster version, just because with any Corruptor you're looking at delaying the disintegrate effect.

    I think perhaps in the long run maybe Beam is best suited for blaster, but personally I wouldn't mix it with something that has you bouncing back and forth between the primary and secondary... keep on blasting for best results with it. In a way I guess I'm saying Beam is very attention heavy...
  10. Hmmm, maybe I"ll bring my Fire-Time Corr to the next one.... He's got Chrono and the +def power well slotted, not to mention a decent heal.
  11. We can go back and forth. The point about the hold vs. seekers? Really? Srsly?.... there's no way I've read, or experienced anything that makes me think Traps is any better than Poison... unless we are talking specifically about end game powers. In which case, yes, Poison is screwed there.

    Rather than rehash old arguments, I can easily pump up a Beamer-Devices to mid 40's and compare him, but the truth is I look at the powers and find them too meh... or at least I perfer what I'm doing.... Again going back to when I played both sets with MM... I never could keep a devices going to 50. But again, maybe to satisfy my own curiousity I'll try it...

    But I am really posting to point out the irony of the forum. In this thread poison is getting lots of negativity. I have another thread going about what, or when to fix poison... and most of the respondents think it's just great the way it is... ironic.
  12. Ooops, I guess I should have posted here instead...

    I just wanted to say, I got to participate in my first Exalted Rikti Raid last night with my Beam Rifle dude: Nekron.

    I wanted to thank... I think it was Mr.Incarnate for organizing that. I had a blast and it was a great turnout.

    The ship was so... busy, all I could do was spam my Overcharge (nuke). It was awesome... I'd nuke, then read the combat window to see what died.

    Not a complaint, but it was surprising how few support toons showed up.

    Anyway thanks again for all that organized. I'm coming back for sure... I have a few 40+ toons that would love it.
  13. I managed to get in on a RWZ raid last night.... (Tuesday Oct 18)

    I got my Beamer/Poison Corroptor Nekron out there and had a blast... great turnout.

    I just wanted to thank "Mr.Incarnate" for organizing that. Thanks.
  14. Ok...

    Let's get this right for the sake of debating whether Poison needs fixing....

    When you say people want poison buffed... you can't be talking about this thread. I've already stated that a lot of the complaints people have about animations, and redraw, etc, I don't have that issue personally.

    I've said in numerous threads the core powers of Poison (aside from the heal, and where it is in the set) are great!

    But Poison Trap I think is borked or something. I have used numerous Vet-specs on my Beam/Poison and aside from the odd uncalculated hold, the power is... useless. I can't actually see it doing anything.

    The venemous gas thing... testors have said enhancements don't work in it. A few people have stated this....

    So I'm not sure what you mean by buffing.

    I completely agree with you, the set is meant to be a single target oriented debuffer. It has a bit of 'splash' effect, and it has drawbacks beyond that... which is fine. I completely agree.

    I still haven't found something that lets me go after rock-hard single targets better than the Beam/Poison combo that I consider as 'fun'.

    I am just of the opinion that most of the end game powers should work, and or be a pay off for working your way through all those levels. I think Poison is completely lacking that right now.... is that working as intended?
  15. Quote:
    Originally Posted by Crysys View Post
    I was leveling both a Beam/Traps and Beam/Poison at the same time (level pacted...maybe the last pair I'll be playing).

    But throwing out Acid Mortar and Poison Gas takes just a few seconds. Seeker drones are a great power...send them to distract the mob, follow in behind them and drop acid mortar and poison gas, then jump back and start Bzzzzzzting.

    I wanted to like Beam/Poison more than I have but playing them both side by side....its just not as much fun or powerful as Beam/Traps.
    I think Traps does have more toys.... and that's the cool part of traps. It's the one thing that attracts me too traps.

    But more powerful? Not really. When I look down the list of Traps, what always brings me back to poison is something Traps doesn't have:

    Envenom. -30% res? -36% def (in my case).... (Acid Mortar is only 20/20) that's really sweet... and no set up... It's a to hit that is usable at range... and if I actually need more than 30 seconds... It's 70 feet, I can easily reapply it without getting close. (But I rarely do).

    Weaken. It's just a great power against top level content/baddies/av's etc. -30% dmg -30% to hit... that's huge for a squishy. Nothing like it in Traps.

    Paralytic Poison: It's a fantastic hold, and irreplaceable by traps. Plus a great place for 6 slotted lock down. Here's a quick way to shut down Sorcerers, or any Mez lovin' Lieutenant. When the +2 mag hold bonus kicks in... these guys are toast.

    So I'll concede the end game powers for Traps are very cool... some nice toys in the whole set... but more powerful? I don't really agree. That's a very subjective term... YMMV on traps, but those powers for poison I listed above are the meat and potatoes of Poison. Unfortunately the rest of the powers in Poison I find quite blah.
  16. Quote:
    Originally Posted by Calhou View Post
    I'd say skipping Venomous Gas is akin to skipping foot stomp in Super Strength, or skipping Rise to the Challenge in willpower. It isn't just the best power in /Poison, I'd go so far as to call it among the best debuffs in the game.

    The only problem is that you have to be somewhat close to the foe - but 15ft is plenty long for safety, the only real issue is lining up your cones.
    That may be true, but being that the OP is asking about Beam Rifle, I'd have to strongly disagree. As someone who has in fact tested this, the power is nothing more than an end drain unless you are too close... Beam is a kiting set. There's no doubt about that. There is no power, aside from Cutting Beam that even forces you to get remotely close... nor should you.

    (My cutting beam is good for 75 feet...so that's even a stretch).

    It may very well be the best debuff in the game, but as a post above says, it's gotta gel with your primary.... Dual Pistols might be the best example.
  17. Ok....

    I won't start a new thread for this, but I just ran all the numbers for my Beam Rifle/Poison Corruptor.

    I don't have significant end problems right now. But as a corr, even with Assault, I think the biggest factor after Cardiac (which isn't an issue) becomes recharge.

    For me, the only power I don't have recharging quite as often as I'd like is my Nuke. I tested things out in Mid's and even with Spiritual Core Paragon, the Nuke is sometimes benefiting from a chance for +recharge Procs I have in two attacks (that's tricky... you have to disable them in mids or you get some misleading numbers!).

    Anyway, it boils down to getting Spirtual and having my Nuke recharge 7 seconds faster, or getting Musculature and getting a fairly decent boost on my total DPS. I'm definitely leaning Musculature, PLUS.... the Debuff boost will help too.
  18. Well there you go captainman... you have a level 50 who is happy with it.

    Venemous gas doesn't apparently use enhancements.... so I'm reluctant to take it. It COULD be handy even for a beamer.... if you end up in a cave, or perhaps against flyer npc types.

    It is a massive end hog though but it's something to ponder (if it worked with enhancements)

    Poison trap is kind of 'fun' but... it's quirky. Aside from the lethargic dot, it's hard to tell if it's doing anything.... at all.

    Still I stand by the meat of the set being: Envenom - Weaken - Paralytic. After that it's playstyle. And those powers do indeed have a potent effect.
  19. That's fine. And I think it's great you like traps. At the same time you just confess to a 'set up' period. That's my point... EVERY single set that isn't directly assisting your ability to 'blast' is going to take time away from the Beam Rifle aspect of your character.

    Every single set, I don't care how good the animations are...or the powers are, they will in fact interrupt, or delay your killing of things.

    My point is, regardless of your choice, those power make killing stuff... easier, better, funner, etc.

    That's why people who really rag on Poison for animation... well I'm not so sure they are going to be happy with anything, and I'd recommend to those people: Go blaster. You'll be able to just blast away.

    Traps is good... I had it on my MM. I also took my Ninja/Poison MM to 45 before just getting tired of babysitting Ninjas. But there I learned how potent debuffing is. It's all good stuff if it fits your playstyle.
  20. You are probably referring to the negativity in my thread a few posts down on 'fixing' Poison.

    Let me give you an objective summary:

    - The basic, entry level powers (aside from the heals) are 'good'. Debuffing is something that not only helps you solo but in teams.

    - The powers that are supposed to reward you for sticking with your character in the late 30's/40's etc, are junk.

    - Beam works best if you are working disintegration like a fiend. Now even though people complain about poison's animation times, and it's labour intensive nature, I really don't think there are 'seemless' sets that fit with beam. I just don't think it exists. They ALL interrupt your ability to work on Disintegrate. That is the bottom line.

    As a side note, I've tried to be objective about poison and I still prefer it to some other choices. I mean Time is a -great- power... but with beam? That's crazy stuff. I have time characters and there's no way I would put it with beam.

    A lot of it is going to depend on how you play the character. Regardless, with poison, be prepared to only choose one of the last 5 powers of the set (the hold). That's the sad part.

    You could say, 'well it's a hardcore player thing' but you're on the forum asking the question. So yes, even an every day player will find some frustration with the set. It's incomplete.
  21. The list is long according to some.

    I don't have near the complaints that some have about Poison, but since you've asked, I'm sure they will chime in.... but here's the quick version:

    I play a Beam Rifle/Poison Corruptor:

    - Most people hate the redraw. It does effect DPS considering how long it takes to redraw the weapon after a poison power is used. The work around, for me at least, has been to start every battle with the poison powers. No this doesn't always work, I look at it as the price for having: A Hold, A -res -def power, a -dmg -acc power.

    - The problem is that's where the set 'effectively' ends. The rest of the powers are very bad, and even broken.

    - The power Weaken has a notoriously slow animation.

    - The debuffs are targeted with a small 'splash' effect. (rather than other sets which may not even rely on a 'to hit' factor...or perhaps are a simple AOE)

    - The debuff 'splash' effect is watered down. Only the original target is effected to the maximum potency of the power. The others are hit with half of the effect.

    - The slow (neurotoxic breath) is also target based (to hit).

    - The following are my issues with Poison (I could easily live with redraw if only they'd look at some of this):

    - The order of the powers forces a corruptor to take that horrid heal. It's a wasted power for most corruptors.

    - the 'end game' powers are broken, or don't work:
    - AOE debuff doesn't take enhancements. (personally I find it rather useless.... as a corruptor I have no business being that close to the melee).
    - Poison trap is just.. broken. It's a quick deploy that looks like a fish tank. The fish tank doesn't really do anything... the 'chance for hold' is poor.... and the secondary effect is terrible. It usually ends up... blown up by any random AOE attack (it's attackable).
    ------------------------------------------------------------------------------------


    I just played my Beam Rifle/Poison corr for several hours tonight. I've used many vet specs on trying to make him effective. Basically I start the fight out with Envenom, and move to a hold if I need... then start shooting.

    So I'm basically a weak blaster, that is assisted by a potential debuff. But when/if Scourge kicks in, it's a lot of fun trying to tag groups with "Disintegrate" for more scourging action.

    I still enjoy it... as I hit 46... I hardly see any beamers. I'm about the only poison one I know of, but I do know I have a real benefit to a team. If the team is facing AV's/Elite Bosses, my debuffs help the team, not just me.

    I find the character frustrating. He IS fun, but realistically I have a secondary with only 2, perhaps 3 REALLY nice powers. The rest is junk, and when most players are gleefully enjoying their final teir powers, mine aren't worth taking.


    -
  22. Ok, I'd appreciate some advice.

    note this build has Incarnate ON.... Cardiac. Radial Revamp... I was leaning towards this to get some extra Res going as well as endurance help.

    This is a discount build. I can go incarnate easily since he's 50, but no purples, or gladiators.....

    How does this look?

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

    Click this DataLink to open the build!

    Level 50 Technology Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Stone Fist -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:35(7), C'ngImp-Acc/Dmg/EndRdx:35(13), C'ngImp-Dmg/EndRdx/Rchg:50(36)
    Level 1: Fire Shield -- RctvArm-EndRdx:40(A), RctvArm-ResDam/EndRdx:30(11), RctvArm-ResDam:40(23), RctvArm-ResDam/Rchg:40(23)
    Level 2: Stone Mallet -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Acc/Dmg/EndRdx:40(7), T'Death-Dmg/EndRdx/Rchg:40(13), T'Death-Dmg/Rchg:40(37), T'Death-Dam%:40(37)
    Level 4: Healing Flames -- Mrcl-Heal/Rchg:40(A), Mrcl-EndRdx/Rchg:40(11), Mrcl-Heal:40(17)
    Level 6: Build Up -- GSFC-ToHit:21(A), GSFC-ToHit/Rchg:21(9), GSFC-ToHit/Rchg/EndRdx:50(40), GSFC-Rchg/EndRdx:50(40), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(42)
    Level 8: Fault -- Stpfy-Acc/EndRdx:50(A), Stpfy-Acc/Stun/Rchg:50(9), Stpfy-Acc/Rchg:50(36)
    Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 12: Temperature Protection -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(31)
    Level 14: Blazing Aura -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Acc/Dmg/EndRdx:50(15), C'ngBlow-Dmg/EndRdx:50(15), C'ngBlow-Acc/Dmg:50(29)
    Level 16: Plasma Shield -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(17)
    Level 18: Seismic Smash -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(19), T'Death-Dmg/EndRdx/Rchg:40(19), T'Death-Acc/Dmg/EndRdx:40(29), T'Death-Dmg/Rchg:40(34), T'Death-Dam%:40(34)
    Level 20: Consume -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-Acc/Rchg:50(21)
    Level 22: Boxing -- C'ngImp-Acc/Dmg:50(A)
    Level 24: Tough -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(25), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/Rchg:40(31)
    Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
    Level 28: Burn -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(31), Erad-Dmg/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33)
    Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(34)
    Level 32: Super Jump -- Jump-I:50(A)
    Level 35: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(36)
    Level 38: Tremor -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(39), Erad-Dmg/Rchg:30(39), Erad-Acc/Rchg:30(39)
    Level 41: Gloom -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43), Thundr-Dmg/Rchg:50(45)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Acc/Dmg/EndRdx:50(46), Posi-Dmg/Rng:50(46)
    Level 47: Summon Widow -- BldM'dt-Acc/Dmg:40(A), BldM'dt-Dmg/EndRdx:50(48), BldM'dt-Acc/EndRdx:50(48), BldM'dt-Acc/Dmg/EndRdx:50(48), BldM'dt-Acc:50(50), BldM'dt-Dmg:50(50)
    Level 49: [Empty]
    Level 50: Cardiac Total Radial Revamp
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(37)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(5), P'Shift-EndMod/Rchg:50(5), P'Shift-End%:50(42)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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    P.S.
    Two slots are available.... wasn't sure what to do with them. Since it's discount, I went away from the normal S/L def builds and went positional. Some 'fun' powers in there, I just want to make sure I haven't done anything completely stupid with the build.
  23. Ok, I'm trying to work up a build.

    Unfortunately my brute is red side... on freedom so I have to move him to Exalted, and get him blue side (I haven't done that with any toon yet.)

    Quote:
    I think SM/FA (/Soul) is potentially capable of dealing some of, if not the absolute best, ST DPS that a Brute would be capable of.

    Your weaknesses are FA's weaknesses, shored up with the added mitigation o that SM provides.

    End usage will be fairly heinous for a long time, you will need to cardiac most likely.

    The reason I think you don't see more about this combination is because of the following:
    I agree end use is/will be an issue. So should I perhaps consider hero side body mastery? Or can I get away with Cardiac?

    The thing is this character is actually level 50 so I do have the one advantage of doing up a whole build. Should I post something?

    Anyway.... still thinking about this. Appreciate the input.
  24. Quote:
    Originally Posted by BrandX View Post
    There is a reason to keep it! It's called a knee to the face!
    I'll definitely agree... it's an excellent animation!
  25. Yea I'm so split on this....

    The only thing I can figure out in my pea brain is that I see the set has potential. I really don't see why a different corruptor set would be better.... UNTIL end game powers.

    All the Poison end game powers are broken... understood, but I'm not sure the grass is really greener on the other side of the fence.

    I'm thinking of just going straight to Beam Rifle/Energy blaster. I can't imagine rolling a 3rd beamer up though, especially since dinging 44 with my beam/poison. Ugh.