__HH__

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  1. __HH__

    Scrapper Powers

    I'd agree with the hasten comment - much more useful than flurry and whirlwind together.

    As for your end (endurance - energy) trouble:
    - make sure to put endurance reducers in all your attacks and toggles (Focused Fighting/Senses).
    - also try to pick up stamina somewhere (along with 2 of swift, hurdle and health).
    - and whirlwind really eats into your end, so be careful.

    Lastly, all of the above (mine, at least ) is opinion: it's your character, have fun with him/her!
  2. __HH__

    Invul scrapper

    Not 100% sure about this but I think the +def from tough hide is comparable to weave and is also an auto - saving on the toggles...
    What's your travel power? I find CJ useful to decrease the the -def in unyielding.
    Oh and invincibility gives +def.

    And since you're katana - make sure to 3-slot divine avalanche (sp?) for +def too. Very nice power.
  3. First, don't worry too much about getting a 'perfect' build. Just have fun.

    But.... Since you asked

    1) As suggested, you won't need all those endrdx in your toggles: quick recovery and later stamina will allow you to be absolutely fine with one endrdx in each toggle.
    2) I'd get soul drain much earlier - used in a group of 4 or more mobs it's very effective adding considerable damage and acc.
    3) I'd stick a recharge in your attacks too, DM has only a few direct attacks and you can end up having a little wait otherwise.
    4) Again, I'd slot dull pain and reconstruction with recharge first (and recon does quite well with 2) before all those heals.

    Beyond that, have a blast.
  4. Sadly the 4th/5th slots in QR wouldn't come close to a single slot in stamina. The reduction in the bonus is very severe after the 3rd SO.
    As for whether you can do without stamina: sure. QR is a lot better than stamina and you should slot your toggles with an endred anyway (imo). If you're really having trouble with end though, slot an endred into your attacks.

    So, yes, you can definitely get by without stamina as /regen.

    (I just like those powers so much! )
  5. Personally, I'm a huge fan of the fitness pool. Swift, Health and Stamina in particular (never all that fond of Hurdle as I invariably get CJ ).
    For */regen, I would recommend the above three powers: swift is handy, health adds a little to regen rate combined with FH and Integration and a single slot in stamina with 3-slotted QR works wonders.
    Others would suggest 3-slotting stamina but I've never found I needed it.

    Hope this helps.
  6. Hot Head - Fire/Dev/Munitions (with freeze ray ) blaster

    Sounds good. Count me in - first timer though
  7. On the travel power front, I'd also recommend SJ - fun and more useful than SS for vertical movement, faster than fly and not nearly as slot heavy as TP (though do watch where you're about to land ).

    Again, though, up to you.
  8. Well, a CoT mish (ugh) really made up my mind about the extra acc.
  9. Hmm...

    I'd certainly agree with damage not being a priority but I'd be more inclined to slot: acc, endrec, dmg, acc, recred, dmg.
    With perma-rage and decent fury, you'll be more thankful for the increased acc, imo.

    Edit: thinking of ss in particular but I'd still feel its viable for a lot of brutes - again, imo.
  10. Hi there, welcome to CoH/CoV!

    Not all that familiar with invul, I'm afraid but I can offer a few pointers on ss and brutes in general.

    1) Applies to most brutes, I feel but avoid slotting more than 2 damage in your attacks - fury will more than make up for this slotting.
    2) I'd recommend the fitness pool as a priority (stamina at lvl 20 is almost essential for a brute, imo) and fighting (esp tough) is very useful too.
    3) Get rage and 3-slot it for recharge, you won't regret it in the slightest

    Other than that, which (and I can't stress this enough) is all my opinion, have fun and don't worry about the perfect build.

    Hope this helps.
  11. For fun, I'd definitely recommend SS as your primary, love that powerset

    I'm afraid I'm not familiar with either DA or Inv though, sorry.
  12. Hope I'm not being picky but I'm change some of those recred for endred (jab, punch & haymaker have low recharge times - don't really need them any quicker).
    Also probably take one dmg out of blazing aura - not a major attack power but the constant dmg with fury means you shouldn't need 2 dmg slots.

    Again, hope this helps.
  13. Not familiar with katana, I'm afraid but as for regen:

    I'd suggest not putting those 2 slots into stamina - with quick recovery and a single slotted stamina, you'll never have end troubles.

    Have to agree on the focused acc too and I'd 3-slot health as well.

    Hope this helps.
  14. __HH__

    Dm/Rgn

    English is fine, don't worry.

    First thought is jump kick, not a fan of this power and I'd recommend Combat Jumping instead - not vital for immobilisation resistance but handier than jump kick.
    Flurry isn't all that necessary either. Long animation and needs too many slots to make effective.
    I'd suggest replacing these two with boxing and tough.

    Personally, I like the extra healing given by slotted Fast Healing and Health too but that's up to you.

    With quick recovery, you probably don't need stamina stamina 3-slotted and only two damage in air superiority might be better.

    Not really a PvPer but I'd suggest getting touch of fear earlier.

    Hope that helps.
  15. Have to agree on the damage slotting, 2 at most and definitely 2 acc followed by a endred and recred or two.
    I'd also highly recommend getting boxing/tough in there somewhere - extra s/l res is always good.
    Might be a good idea to acrobatics a little sooner too.
    Consume would do better with 2 acc rather than endrec - long recharge if it misses and once it hits 3+ mobs it'll fill your end bar.

    Hope that helps.
  16. Hmm...
    A few things:
    1) Definitely slot fly with endred - really nasty end cost otherwise
    2) Not a fan of Rain of Fire personally: causes fear as enemies scatter (not good for AoE ) but I've heard good things if combined with caltrops, so... up to you, I guess.
    3) Don't see much advantage in putting 4 flyspd in hover or 4 endrec in stamina - bonus from 4th slot doesn't seem worth it. Try putting some more in fly (endrec and flyspd).
    4) I'd suggest 2 recred in Trip mine rather than an endred.
    5) Inferno costs about 20 end to activate but drains all end if it hits so I'm not sure if slotting endred is worth it...
    6) I'd take smoke grenade in there somewhere too - surprisingly handy for -perception (not so much acc debuff sadly...)

    Anyway, hope that's helpful but overall, have fun and remember: it's your character.

    (Oh, and you might want to put some SOs in Aim )
  17. __HH__

    Fire/Dev?

    Yeah, I'm lvl 49 now and, having taken Aim, really regret not taking it earlier...

    I had targeting drone and felt that it gave plenty of tohit buff but Aim is fantastic and adds a decent amount to damage too (especially after popping a couple of reds).

    Right, respec time.
  18. __HH__

    Fire/Dev?

    Well, this is my current build (lvl 47 - from memory at the mo, I'm afraid):

    1: Fire Blast (dmg, dmg, dmg, endred, rech, rech)
    1: Web Grenade (immob, immob)*
    2: Fire Ball (dmg, dmg, dmg, endred, endred, rech)
    4: Caltrops (slow, slow, endred, rech)
    6: Hasten (rech, rech, rech)
    8: Fire Breath (dmg, dmg, dmg, endred, rech, rech)
    10: Targeting Drone (tohit, tohit, tohit, endred)
    12: Swift (run, run, run)**
    14: Super speed (run, run)
    16: Smoke grenade (hitdebuff, hitdebuff, endred, rech)
    18: Health (heal, heal, heal)
    20: Stamina (endrec, endrec, endrec)
    22: Cloaking device (endred)
    24: Blaze (dmg, dmg, dmg, endred, rech, rech)
    26: Blazing Bolt (dmg, dmg, dmg, endred, interrupt, rech)
    28: Trip mine (dmg, dmg, rech, rech)
    30: Combat Jumping (def)
    32: Super jump (jump, jump)
    35: Acrobatics (endred)
    38: Inferno (dmg, dmg, dmg, rech, rech, rech)
    41: Freeze ray (hold, hold, hold, rech, rech)
    44: Body Armour (dmgres, dmgres, dmgres)
    47: LRM (rech, dmg, dmg, rech)
    49: Aim (rech, rech, rech, tohit)


    *should really respec that 2nd immob out - not a good power
    **probably not the best idea I've had... fun though

    I'm pretty sure that's it but I may have miscalculated on slots (faulty memory... ). It's not ideal but it's fun - though acc did take a hit from ED...
  19. __HH__

    SS/Fire

    Ah, of course. Just getting carried away there thinking of big orange numbers
  20. __HH__

    SS/Fire

    Nope. Just jab, punch, haymaker (and brawl, of course, mustn't forget brawl ). Getting boxing on top of them, I found it's damage quite good on my scrapper and have pleasant thoughts about it's potential for my brute.

    Now. Perma-rage? Only lvl 17 at the mo but was planning on health next lvl to get stamina at 20... I am intrigued... Perhaps delay health/stamina for rage? Though I really would like stamina...
  21. __HH__

    SS/Fire

    Hmm... I was sorely tempted by KO blow alright but the recharge time put me off... With a good 50%+ fury going a lot of the time, I find my other attacks doing plenty of damage but now I'm wondering how good KO blow would be with that much fury

    Also going to get boxing/tough for the extra attack/damage res but end drain is always a concern... *sighs*

    Way ahead of you on the CJ/SJ side and planning on acrobatics too but (friendly ) advice is always appreciated, thanks.
  22. __HH__

    SS/Fire

    Anyone have any thoughts on consume? I'm planning on getting it (for the obvious reason ) but is it worth it or would stamina and careful attacking suffice? Would an end redux in each attack help?

    Didn't get knockout blow yet, slow recharge and want to keep attack chain going. I find jab, punch and haymaker plus damage taken more than sufficient for building fury but I do solo a lot...
  23. __HH__

    SS/Fire

    I took Blazing aura early on but I've since found that it is largely an end drain. Yes, the damage output increases with fury but it doesn't increase fury itself. (At least this is how it appears to me, anyone know different?) It also has an irritating habit of missing...

    It seems to need some slotting but I'm only lvl 17 at the mo, so I'm not sure how it would pan out with an acc SO in it but, as of now, I'm planning to respec it out...
  24. [ QUOTE ]
    Fulcrum Shift is a little nutty, I probably shouldn't have used it as an example. The buffs and debuffs you end up with are just that, but they are applied to you and your targets by invisible temporary pets.

    [/ QUOTE ]

    Just remembered this (Weirdbeard on the US boards, quoted by Bridger). I'd guess that the icons for fulcrum shift thus represent the created "pets" that buff the user and nearby teammates.
    SD only buffs the user so the creation/representation of the "pets" is unnecessary.

    I think...
  25. __HH__

    Regen question?

    I find all the fitness powers good. Swift and Hurdle make movement that little bit easier in and out of missions (and add ever so slightly to SS and SJ )
    Health is handy to add to FH for that extra bit of regen post ED/I6.
    Stamina is very useful. Excellent recovery rate combined with QR and I've only got one slot in it (though my attack chain is very slow... )