_Krom_

Super-Powered
  • Posts

    293
  • Joined

  1. I have a number of brutes that are elec/* and fire/*. Neither are invul though, but if I were to make another fire or electric melee brute I'd choose invul. Reason being is that electric is kind of sub-par in the single target damage and is more of an AoE style brute. Electic is nice because it has a decent amount of AoE mitigation from thunderstrike and lightning rod with it's knock down, but a well build invulnerability brute won't need it. Fire does decent AoE damage and fantastic single target damage.

    Until it's built out fire\invul might be a rough road at first, but once things are fleshed out it'll be pretty solid.
  2. With all the things that have been brought up, teleport seems like the last thing that should be on the WORST power list. I have it on quite a few toons and I like it very much. I remember when it didn't have that 5 second or so delay after teleporting...back then it was almost impossible to use, but now it's quite useable and I only give it a single slot (end red).
  3. Quote:
    Originally Posted by Airhammer View Post
    Seriously is this a good set up ?? Im looking for something new..
    So the thing is that yes, energy armor isn't what most would consider top tier, however as with most sets that have gaping holes, combine with something with a lot of mitigation and you can make it work. EA + WM works because mace has lots of mitigation and ea brings what it brings.

    I am the proud owner of a brute named Pretty and Strong and he's a boat load of fun.
  4. Quote:
    Originally Posted by Ice_Ember View Post
    Ice melee has been greatly improved... but it is still lacking. Greater Ice Sword is not that great. Frost is best when it has three cenrtioles and using the taunt IO's for acc/rech and rech. I rarely use ice patch anymore now that burn doesnt cause fear.

    I have a shield/ice on my deactivated second account which out performed my fire/ice before the last Burn change. I am afraid to know how sad ice melee is without Shield Charge or Burn.

    I enjoy WP as a scrapper and brute.
    Yeah I have a few WP brutes that work out really well. So far it's been somewhat of a rough road, but again, I didn't pick ice melee thinking I was going to do gobs of damage. Was more of a concept thing with the side thought that, on paper, ice melee would really work well with the regeneration aspect of WP.

    Thanks all for the input though. It's been very helpful.
  5. Quote:
    Originally Posted by Heraclea View Post
    Ice Melee is a team tanker's attack set. It's full of controls over damage. It will do well to make you survive alphas in the early game, and does better than most at helping WP tankers keep aggro.
    Yeah I knew going in that ice's damage would be rough going early on. Just been a little surprised at just how tough solo'ing has been in the early levels (pre-SO). Been on a few teams here and there, but it's been rough to find one sometimes.

    So wanted to find out if the grind will be worth it. I've never made a 'tank' before, traditionally I'm a brute guy, but really wanted to give tankers a fair shake and ice melee appeals to me.
  6. Quote:
    Originally Posted by BiohazardZero View Post
    So far, I've gathered that KM is better on scrappers, while SR is marginally better for Brutes. It all just seems to boil down to personal preference it seems, as the differences probably won't be too pronounced.

    On another note: How important is Aid Self to a SR build like this?
    In all my SR brutes I had aid self until the mid 30's, basically until I could slot things enough to get me over 40% defense. After that I respec into a non-aid self build. Now with the inherit fitness, there may be room now for aid self just 'in-case'. That's just how I do it anyhow.
  7. I've been tinkering around with the idea of creating a willpower\ice tanker. The slows, sleep, and kd seem like, on paper, it'd go really well with willpower and it's regeneration. Does anyone have any experience with this in the mid-late game?

    Early game has been a little rough, but mostly due to ice's low damage. Once i got rttc things seemed to get a little more survivable.
  8. While SR is more then likely better on a brute (I have 2 SR brutes that I'm quite happy with), remember for KM that on a scrapper when concentrated strike crit's, instead of doing crit damage, it instantly recharges power siphon. Just something to consider.
  9. Quote:
    Originally Posted by Rikis View Post
    Well the reason I went after positional defense is because of all the criticisms that Energy Armor gets for being typed defense. True, I have to sacrifice slots on some powers that would greatly benefit from them, but I haven't noticed too much of a detractor. I do remember giving slots to Lightning Field, but that was when it could take taunt sets (and therefor psychic damage procs).
    But you're building an electric armor brute (resistance set), not an energy armor brute (defense set - typed)...or am I missing something?
  10. Quote:
    Originally Posted by Jade_Dragon View Post
    The Brute tried his best, but the rest of the team was panicing, and quite a few of them were taking damage. Many of them just ran. The Brute fell, and the rest of the spawn started after the rest of us. Well, I ran to the corner, dropped a Tar Patch, hit the center of the spawn with Darkest Night, and then fired off a Night Fall right into the midst of them. Then I ran around the corner of the building, and hit Tentacles as they started into the patch. A few minutes later, I had herded most of them into the Tar patch, and was melting them with repeated applications of Tentacles and Night Fall.
    Part of one of the great benefits of the dark blast set and why, in some combo's I love it. Immobilize them, debuff -tohit, and kill then with 1000 paper cuts! Nothing makes me happier to see an entire spawn wrapped in my dark\kin's tentacles while I'm pelting them with night fall (post fulcrum of course). There are few powers in the SAME set that go hand in hand quite so well as tentacles and night fall (combined, un-enhanced give -15% to-hit to boot).
  11. _Krom_

    ? / Sonic

    Quote:
    Originally Posted by Berzerker_NA View Post
    If you go electric/sonic, can you put disruption field on your Voltaic Sentinel?
    If I recall correctly the sentinel isn't targetable, so no.
  12. _Krom_

    ? / Sonic

    Quote:
    Originally Posted by Gemini_2099 View Post
    /DM starts off really strong, but other than fluffy (38) its potency doesn't stand out as much late in the game and you have to rely on a heal that requires an accuracy check. Coupled with that it has become overrated it is not surprising either.
    I know opinions are like...well you know...and everyone has one, but I have to disagree here. There is A LOT more to dark miasma then just it's heal and fluffy.

    -twilight grasp: yes requires a acc check, but acc really isn't that much of an issue for MOST of the game..even with just SO's.
    -tar patch: 25 radius, easily up for every spawn with just SO's and offers -30% RES and -90% run speed.
    -Darkest Night: -30% base -tohit and -15% damage anchor.
    -Howling twilight: The BEST rez (aoe) in the game, but it's not just a rez and I RARELY use it as one. It's an alpha neutralizer. Used as a weapon and not a rez it is a a spawn neutering monster. I tend to use it on just about every spawn..solo or otherwise.
    -shadow fall: a pretty good team\self buff of defence and +RES to energy\negative\PSI (and fear protection..but the biggie is PSI).
    -Fearsome stare: This is a game changer if there was one in dark (but really so far..they all are). MASSIVE cone fear with a base -tohit of -15%. Easily perma if necessary (rarely is)
    -Petrifying Gaze: Ok..it's a hold and not a fantastic one...while not the best, I rarely pick it up as I generally never need it with what we have listed previously, but it's not horrible either..especially if you have something to stack it with like ice blast's hold's.
    -Black hole: Yes..it's a complete and utter turd.
    -Dark Servant: Fluffy...he does all kinds of things...not the least of which is his MASSIVE -tohit he applies around him.

    So out of the 9 powers in dark miasma, 1 is a dud, and 1 is a meh...the other 7 are fantastic powers that not only benefit the user, but their team as well. I find it hard to understand how this set is 'overrated' and there is A LOT in-between twilight grasp and fluffy that DM has to offer.

    My 2inf anyways...and yes...I LOVE Dark Miasma.
  13. Quote:
    Originally Posted by Nalrok_AthZim View Post
    I love my Dark/Dark/Dark. Wait... do we mean Soul Mastery or Dark Mastery?
    Soul mastery...sorry..it's dark to me. I do have a DDD corrupter...so I guess I just carry that over.
  14. Quote:
    Originally Posted by Jade_Dragon View Post
    And the main reason I'm posting is that your avatar made me groan.
    Sorry if it bugs you...I saw it one day and made me laugh. If it's too offensive I'm sure I can find something more creative
  15. Nothing constructive to say other then the recent threads on this prompted me to create my new dark\dark\dark brute all colored in dark red with the proper name of Meat Juice and I friggen love him.

    Never really gave 3D a fair shake in all my years on CoX until now and that makes me sad...but not sad enough to not be happy as hell with how this guy performs.
  16. _Krom_

    Kinetic/What?

    I have a kinetic\inv (Kinetic Colossus) and I'm pretty happy with him. Kinetic Melee goes pretty well with a lot of stuff.
  17. So I've started messing around with KM a bit and have a KM\Invul in the 30's that I'm really enjoying, but what I haven't settled down with is the attack chain. Do I REALLY need quick strike in there for optimal charging (with Power Siphon running), or if I got enough recharge, would body blow and smashing blow be enough?
  18. Quote:
    Originally Posted by Kiwi View Post
    All of them, the -res stacks (So having 3 on a single target...). Failing that go for the Cone one as it will speed up fighting groups.
    +1 for me as well. When demons were in beta I found the cone to be the most useful for mitigating damage due to its knockdown. I tend to pick it up on all my demon MM's now. The single targets are nice if you want to keep the -res on (and if you pick up more then one whip power...stacked). It's all a matter of taste of course.
  19. _Krom_

    Taunt and i19

    What is nice about taunt, above all else, is there are some really nice IO set bonuses you can get from taunt. I used to pick it up for brutes that needed the extra aggro (such as my strong and pretty one)...but there is the nice side benefit of IO bonuses that should be considered.
  20. Quote:
    Originally Posted by Panzerwaffen View Post
    I've been having a lot of fun lately with Elec/Psi. The -recovery from Drain Psyche works really well with the -end from Electric Control.
    Second this. Psi wants you do be in the middle as does Electric. I've started to really enjoy my elec\psi dominator and his drains ARE quite amazing. Doesn't take long at all to have an entire spawn begging for endurance.
  21. Quote:
    Originally Posted by thebrutesquad View Post
    it's a really ****** combo.
    lies!
  22. _Krom_

    electric\psi?

    Awesome feedback..thanks! I'm up to 12 on this toon and he is indeed a lot of fun and even at 12 doing quite well at sapping. I normally play brutes and I have to keep telling my self that dominators play differently and to let the meat shield go in and get some aggro first, but I've noticed that once I picked up conductive aura and then the gem static shield...things changed a lot in terms of how I can play this guy.

    Still haven't quite decided on where exactly I want to take this guy (build wise), but I can say that so far it's a riot. Can't wait for lvl 20 and drain psyche to combine with my other drains and -recovery.
  23. _Krom_

    Damage Dealers

    as the saying goes...if you want to kill something good.....



    KILL IT WITH FIRE!
  24. Quote:
    Originally Posted by DarkDestroyer View Post
    FootStomp recharges fast enough to be up every spawn.
    If you use it as your first attack and get the mitigation, everything should already be dead after your AOE volley...

    Footstomp -> Burn -> Fences -> Ball Lightning -> next mob
    Sounds like a plan! Everything DOES always go according to plan right?