_Krom_

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  1. Quote:
    Originally Posted by ultrawatt View Post
    Most of the time stuff is dead before KB protection in fences is a problem. Since the OP said they were gonna be farming kill speed is the top thing you wanna get and mu is the best for that.

    This is another interesting thing i think sould be mentioned. Out of the three attacks, Fire ball, Ball lightning and electrifying fences. Fences will most likely end up having the highest DPS.
    I suppose if you're using foot stomp purely for damage and don't care about it's very nice damage mitigation component I suppose that'd be true. Can't say that's something I'd trade off for a few points of damage though. But that's just me I'm sure .
  2. Quote:
    Originally Posted by DarkDestroyer View Post
    Because you get Fences and Ball Lightning instead of just Fireball (in AOE department).
    Slot Fences for damage and you have a nice AOE-chain with Footstomp, Burn, Fences and Ball Lightning.

    I have a SS/fire/fire myself and I'm gonna get Mu, because sometimes there is just a "big" gap between the AOEs...
    The problem with fences is it prevents the knock down of foot stomp. If it were me I'd stay away from that. Either fire for damage or soul mastery for mitigation is where I'd aim for.
  3. _Krom_

    electric\psi?

    Yeah...it's one of those 'on paper' things. I don't really need to be wowed on damage as I see electric\psi being more strong in the lockdown\mitigation department. I don't need to blow everything away with a single sneeze. I do that just fine with my brutes . Just looking to see if it's an 'effective' combo to really lockdown\sap\mitigate spawns.
  4. _Krom_

    electric\psi?

    I've never really been able to get into dominator's for some reason..been trying since opening day and just not my cup of tea. That being said, I thought I'd give electric control a try. It seems like it would mesh well with psi due to electric control being more of a melee range set and Psi seems to do well in melee range as well please there seems to be a lot of +recovery, +regen, -recovery, -end between the two to really slow down\sap spawns.

    So the general\broad question is how does these two pair up in the big picture? Anyone taken one the distance have any anecdotes to share?
  5. Quote:
    Originally Posted by Jacinto View Post
    I wish I had seen your guide on the Dark/Dark brute sooner. -_-
    That's what respec's are for (and you'll be getting a few here real soon for free)
  6. Quote:
    Originally Posted by Nova Knight View Post
    I've been considering a SM/ELA brute myself and have a question about fury and damage auras... Does fury increase the damage output from auras the same way it increases damage from your primary attacks?
    yes!
  7. In my experience, as what was suggested, stone melee can be really endurance hungry. So with that said:

    Stone Melee\Willpower - The regen-lite for brutes with some really good built in endurance recovery. It takes the edge off of stone melee's endurance usage, but it's by no means a cure (mine and others often get low on the blue bar still). The thing this offers most is mitigation in the form of fault, which works REALLY well with RttC (your regen based on # of enemies power). Need to regen a bit? Fault and they'll stop hitting you for a bit while they're on their back and disoriented.

    Stone Melee\Electic Armor - This works really well like willpower, but it's a pure RES set with the awesome sauce that is power sink. It comes with END drain resistance, a heal\+regen, and power sink. All great things for a stone melee set. I have one and he's A LOT of fun. It cries for some good IO slotting though.

    Stone Melee\Energy Armor - Like electric armor, this has a really necessary endurance recovery power. Unlike electic armor, this set can be a little rough around the edges since it's a DEF set (and, for the most part, not considered a strong DEF set). I don't personally have one of these (but I do have a WM\EA brute), but I think with decent IO slotting (like my WM\EA) a SM\EA brute could be made quite decent.

    I'd try a few out...but understand that all these sets don't really address stone melee's problem (end usage) until the 20's and 30's. Stone melee is pretty much a single target set with the exception of Tremor when it comes to damage...so if AoE is your thing you might want to give SM\ELA a shot so you can combine Tremor and lightning field to get some decent AoE out of the set.
  8. I have a DS\FF and layered RES + DEF is very nice (plus lt's that heal single and AOE wise). Also one of the selling points is the demon prince has +DEF already and soft capping him with FF is really easy. Consider a soft capped melee boss pet....it's actually a nice thought . Problem is my DS\FF has stalled out in the 30's because honestly I have a serious love\hate relation ship with having to buff my pets every 4 minutes...individually.

    I've since built a DS\Traps and I'm much happier. Still able to soft cap the prince, but no need to shield everyone every 4 minutes. But if you don't mind shielding pets, I'd put in my vote for DS\FF.
  9. Quote:
    Originally Posted by _Klaw_ View Post
    I took a thug/dark and a thug/storm to 50 mostly solo. I only had problems keeping the suicidale fire bomber alive. Sure they weren't AV killers but they were very fun and entertaining on all normal missions.
    Well to be fair...the OP never said anything about what is 'fun' . I do agree with you. I've always had a soft spot for thugs, in particular my thugs\dark MM...who knocks the socks off just about everything I run into.
  10. I've used the chance to stun on my lightning field builds and it's somewhat effective if you've got a primary (fire) that has no other form of mitigation. It's far from 100% reliable though....but it does help.
  11. fire\rad can pretty much steam roll over just about everything (just like fire\dark). They're pretty comparable.
  12. Is it fun for you?

    Let's be honest...that's what maters in the end, but yes fire/rad can be quite successful.
  13. _Krom_

    DS/Pain

    Quote:
    Originally Posted by MCG_Warface View Post
    Im starting to think I went the wrong way and should have rolled a DS/Dark like the masses. Anyone else try a pain up into the 50s and see how it feels? Right now even with constant heals, my Demons get beat up fairly quickly without significant mitigation like Dark provides--not to mention an extra pet.
    Have you tried taking provoke to take some of the direct aggro off your pets? If I was building a DS\Pain...that's probably one of the things I'd be sure to do.
  14. Quote:
    Originally Posted by talzyon View Post
    So if my goal is to solo missions set for a group, i'm best off with /dark?
    Either will work. Dark matures MUCH earlier.
  15. I love Dark...a lot...and that's my problem..I've done it TO DEATH..so I've forced myself to go traps instead. So far honestly I'm glad I did. Traps is a SOLID set. The thing to remember about demons is they are pretty self sufficient...generally. You don't necessarily NEED a set like Dark to keep them alive. Dark has a lot going for it and if you've never taken a dark up to the top it would mesh well....but, not to not help with your confusion, traps is a good pick too.
  16. On thing to consider is that the Demon Prince from DS is almost trival to soft cap with FF or Traps (if in the force field generator range). A boss that focuses on melee with AoE's and is soft capped...something to consider.

    I have both DS\FF and DS\Traps and so far both are a lot of fun...traps seems to perform better over all though, but with FF the demon prince is VERY hard to hit even outside of the force field bubble due to the targeted shields.
  17. _Krom_

    /kin advice?

    Quote:
    Originally Posted by spice_weasel View Post
    siphon speed is essentially self speed boost without the endurance gain, as well as a speed/recharge debuff on tha target. typical conditions would let you stack it approx 3 times.

    siphon power debuffs the target by (iirc, at work right now ;p ) 20%, and buffs local team members by the same amount. it will also stack.

    definitely not the same thing.

    gl/hf
    Fixed it for ya
  18. Quote:
    Originally Posted by The_Mighty_Goose View Post
    Twilight Grasp -- Heal-I(A)
    eh?? The wonderful heal that this is...and that it requires a hit to fire...and you're not slotting it at all?
  19. _Krom_

    /kin advice?

    Quote:
    Originally Posted by Dark_Inferno View Post
    Thanks guys.

    Yeah, I would rather pay for GR later and if Fire is still a good choice I think I will go with that. TY also about Stamina. It stays in.
    Just remember that fire is ZERO damage mitigation....so be prepared to die....a lot. Later on if you IO it out to softcap though...it'll be quite solid.
  20. _Krom_

    /kin advice?

    Quote:
    Originally Posted by Dark_Inferno View Post
    Mainly i want to know about endurance. With a self +endurance power do I need stamina? Do I need to end reduce powers?

    About Primaries:

    Is Dual pistols any good? I would think about paying the money to get that early if it is not just a novelty set.

    Fire? Best AoE primary?

    ty!
    I personally wouldn't forgo stamina. I have a couple 50 kin's and I don't think I'd want to have them w/o stamina, but that's just me (could just be my playstyle though..I run a lot of toggles and don't focus on edurance reduction in my attacks).

    As for primaries, I don't use dual pistols...I've tried, but I personally just cannot get into the set. It's nice if you can get into it as it has a number of possible side effects that could make life easier for you (slow, -damage, knockdown, or just more damage), but the animation times just drive me bonkers (I like fast animations). I personally LOVE my dark\kin, but it's not one of the BIG orange number makers like fire (that'd be your answer about AoE...fire is hands down the top for a kin's damage primary). Dark blast gives me some nice options in -tohit, cone immob, and an AoE disorient, which makes it relatively 'safe' for a kin.

    I you have a concept for dual pistols I'd say go for it. If you're going to buy GR anyways, might as well buy it now and get your character going. Pistols has some really good things going for it, but I think it's one of those sets where either you LOVE it or you don't.
  21. _Krom_

    Dark/Kin

    My dark\kin has been re-born many...many times. It can be quite a flexible build. If what you're doing works for you that's great...I just don't approach dark\kin the same way.
  22. _Krom_

    Dark/Kin

    Quote:
    Originally Posted by GhoulSlayer View Post
    Mainly yes, but I also made it so that it could be used for support in PvP. Even in PvE I'm usually on a team so I think of this toon more for support in any case.
    It might help to understand what you're aiming for with this build. I've never taken dark blast and NOT picked up Tenebrous Tentacles and Night Fall. Those two, combined, will give ~15 -tohit to everything hit on top of the damage they'll do (un-enhanced). Looking at your build you're pretty far from the softcap, which for a /kin I'd highly recommend since to heal yourself you have to get close to the action.

    My dark\kin focuses on locking down entire spawns with TT\dark pit\NF while firing fulcrum shift to boost dark's damage (and fulcrum shift really makes a huge different in dark's damage). If you're going to go dark (and support), I'd highly recommend picking up TT\NF. Yes dark pit's base accuracy blows...but fully slotted it's actually quite nice and can really keep a spawns damage output low (and keep them rooted with TT so they don't wander everywhere).

    Seems kind of a big waste to pick dark blast and only pick gloom and dark blast from the entire set.
  23. _Krom_

    Dark/Kin

    Is this for PvE? I'm a little baffled by some of your power picks if it is.
  24. Quote:
    Originally Posted by GavinRuneblade View Post
    I'm a giant fan of the Soul Patron Pool myself, can't imagine going without gloom.
    It all depends on what your focus is. Gloom + Incinerate is some pretty mad ST damage...but by the same token build up\fire sword circle\shield charge\electric fences\ball lightning is likely to wipe just about anything standing around you..especially if fury is high and AAO is saturated. With some primaries that rely on knock down, electric fences may be counter productive...if you're going with an defensive approach...however with fire melee, that's not really a problem, especially if you fire fences after shield charge.

    Granted that it may be AoE over kill..I haven't gotten my fire\shield high enough to see just yet...but I do have other toons (SS|ELA) where I originally went with soul mastery, but I've since decided to go mu and become an AOE wrecking machine (and I'm quite happy with the change...even with fences -kb).
  25. Quote:
    Originally Posted by _Deth_ View Post
    They nerfed Energy Melee pretty bad. Completely neutered.

    It used to hit hard as hell, but now, it's kinda meh.
    To be fair...it still hits as hard as it always did...it just takes much longer to animate.