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Posts
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Joined
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I would think that fire\dark corruptor, built for AoE, would be pretty solid by 22 since all the main powers will be slotted up by 22 (excep fearsome stare).
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Quote:Given that you want as many targets as possible clumped up together in your tar patch for your bots AoE's to hit....it would most certainly seem like it would be important.It's worth noting that the Leviathan Mastery PPP Immob cone has a wider arc and longer range then the Soul mastery one.
Soul mastery looks really cool IMO but both it's immob and damage cone have shorter ranged and/or smaller arcs then it's counterparts. Also black scorpions AOE Immob has a larger radius then the Mu mastery one. Of course the Mu one does have the -kb.
I don't think the -kb is as big a deal for Bots/Dark as it is for say... Bots/FF -
To me, bruting is all about SMASH. The most SMASH set to me is stone. I've actually been looking for a new project lately and I've now see stone\dark mentioned a few times on the board. Sounds like a project to me.
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Yeah I've come to realize that...oh well.
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So far dismissing pets before going into a mish and resummoning them does indeed appear to resolve the elevator problem..as far as I can tell. Pity.
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So I've been musing over some possible new toons that include powers that are AoE sleeps and I noticed that Call of the Sandman has a proc-able chance to heal 10%. My question is if I use this in an AoE sleep power, will it proc multiple times and thus heal multiple times or will it only proc once like force feedback?
Thanks for any answers...really appreciate it. -
Priceless. Now that's what I call a Christmas gift to a CoH gamer.
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The difference between the Mu and other immobilizes is that the Mu one has -KB, which is important for BOTs, which like to blast stuff all over the place. If the KB from bots is too much for dark (blasting out of tar patch) you'll want to pick up Mu and use the immob with it's -kb.
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The only times I grumble about it is when I have to summon just one minion and I have to pay the price (END) as if I was buffing all my minions. It's not that big of a deal to me, but sometimes it makes me grumble a little bit...especially if it's in the middle of a fight. If you have, ninjas..for example, something so much as sneezes at them and they fall over...which leads to lots of mid-fight re-summoning. I could see how the AOE change could be a problem in that scenario (and I've hit it a few times with my ninja MM).
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I think it's anything that does decent AoE + dark (storm would probably work just as well). I've been doing 8 man ticket farming, solo with thugs\dark and it takes ~15 seconds at most to kill a spawn if I have a corner to use (and since it's AE...well...i can make sure that happens).
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Quote:I've been able to do some pretty amazing things with my thugs\dark mastermind. Basically doing the /dark corruptor trick with corner pulling to get them all nice and bunched up on a tar patch, then jump in front of them, unleash fearsome stare, heal, drop darkest night if needed...and watch the spawn melt. Pretty much as soon as I jump in front of them body guard is triggered from the alpha and the boys go to work.has anyone had any success with one? bots or thugs/pain maybe? anyone have any insight?
The speed at which spawns melt is pretty sick sometimes. -
It does indeed make them very survivable. Although, being over the soft-cap and all, I expect them to get hit a lot less then they really do. I'm sure it's the level difference between them and the stuff we're fighting since pets are lower level (-2 for minions, -1 for lt's) once all the pets are obtained. I'm not really all that bend up about it though, red shirt still survives much better than he used to...it's just that with 50~ defense, you'd think that he'd do much better.
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So since i16 (from what I recall that's when it started), I've had repeated problems with my pets pretty much going nuts after going up an elevator. As in...running clear across the map aggro'ing everything they can and there's nothing I can do about it (none of my pet commands work except dismiss all). If I sit at the elevator long enough, they'll eventually come back to me (those that are still alive...they don't sit and fight stuff...they just run around randomly). Normally what I've done is quickly pressed my dismiss all button that I made (just for this), and then I'll sit there and write up a bug report and re-summon and re-setup. I've done the bug report probably 20 times since i16 came out (maybe more).
Frankly it's making me not want to play my MM's anymore. Am I the only one that's seeing this on a regular basis? It seems to happen on office maps the most. I assume this is related to the pet zoning changes that came with i16, but I'm almost at my wits end with it. I just would have thought that as long as i16's been out now, that this would have been fixed by now. -
What I find amazing though (I have a thug\ff mm that I'm working on) is that even with over the soft cap defence (dispersion + my manuevers + double enforcer manuevers + FF shields), my redshirt still finds a way to die, on average, once a mission.
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Yeah, I see the elevator thing normally when I'm solo'ing with my MM's. Honestly it happens with enough frequency that I've started to stop playing my MM's for the time being ...it really is maddening. I too bug it often.
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I'm working on the same thing (old SS/ELA that's been collecting dust at lvl 43). This is what I came up with, but with a focus on recharge then hitpoints. I haven't respecced into it just yet and I'm sure it could be better.
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(25)
Level 1: Charged Armor -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(19), ImpSkn-EndRdx/Rchg(19), ImpSkn-ResDam/EndRdx/Rchg(40), ImpSkn-Status(40), S'fstPrt-ResDam/Def+(50)
Level 2: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(25)
Level 4: Conductive Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(23), ImpSkn-EndRdx/Rchg(23), ImpSkn-ResDam/EndRdx/Rchg(39), ImpSkn-Status(40)
Level 6: Lightning Field -- EnManip-Stun%(A), P'Shift-EndMod/Acc(7), P'Shift-EndMod/Rchg(7), P'Shift-EndMod/Acc/Rchg(13), P'Shift-EndMod(17), P'Shift-End%(37)
Level 8: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(37)
Level 10: Static Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(37), ImpSkn-EndRdx/Rchg(39), ImpSkn-ResDam/EndRdx/Rchg(39), ImpSkn-Status(42)
Level 12: Boxing -- Empty(A)
Level 14: Swift -- Run-I(A)
Level 16: Grounded -- S'fstPrt-ResKB(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Rage -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(27), GSFC-ToHit/EndRdx(46), Rec'dRet-Pcptn(46)
Level 24: Tough -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(27), ImpSkn-EndRdx/Rchg(29), ImpSkn-ResDam/EndRdx/Rchg(36), ImpSkn-Status(43)
Level 26: Lightning Reflexes -- Run-I(A)
Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31), Dct'dW-Rchg(33)
Level 30: Combat Jumping -- Zephyr-ResKB(A)
Level 32: Foot Stomp -- FrcFbk-Rechg%(A), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Dmg/Rchg(34)
Level 35: Power Sink -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36), EndMod-I(46)
Level 38: Super Jump -- Jump-I(A)
Level 41: Gloom -- Ruin-Acc/Dmg(A), Ruin-Acc/Dmg/Rchg(42), Ruin-Dmg/EndRdx(42), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Acc/Dmg/Rchg(48)
Level 44: Darkest Night -- EndRdx-I(A), DarkWD-ToHitDeb/EndRdx(45), DarkWD-ToHitDeb(45), DarkWD-Slow%(45)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(50), DefBuff-I(50)
Level 49: Power Surge -- ResDam-I(A)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1401;686;1372;HEX;| |78DAA5934B4F135114C7EFD09616DAD2D6420BA5E5D59652A003EC7C2C8C0A2444A| |A98C6680099D4E65A26A92D99991AD9B971A52B30A831AC1444DDBB80AF62E207F1| |51CFE3D2A47163E2A4FDFF66CEBDE79EFFB933B7F8743120C4B3AB42F3DFA8956DD| |BB86E351DE92996AB6645788510090A18455993522F3577A465941C4BD6ABCE7692| |8716E52359B7A5BE549315C7322BC635EB71C38AACD4B725CC73F4F39BE05AA351D| |397CDEAB663D6AB01F5E4D4A56DF3C3AA2CEFC048841E56EA4F4CDB7C68D64C6737| |BEB4635674AE566A346B46B16C3BD2DA1D047F79F84F68425D2D8F5807E444D706C| |1BD49E87D40E8DB220C1A84F798A0A9AC21B849890B09C630219764A4080B71425A| |534990A5FD73AD235017D772BBB8568C6BC5B8D66447AD0F30D1A38A785E7409111| |5DD078005D1BD4F08BC2284F70899D7842CE47A559697ADF9D89A8FAD05D85A98AD| |65D8DA31688FB2D6C3D6326C6DB2C35A9EAD6950C1CF4584BF0597F04024C80B886| |041A0938FA021150A0D529E176645542892A1593E084539D4151DA3507F07723038| |A0E18C966BE0887A4C1C130A278C43DA1B172C14572DC4B98504B790E416D2DCC23| |4B77002138794952136FC0974586DDDF04D0D43C955C24891718B719B30B6468879| |71395E28F58D1CE56160547D54A3CF2934F683F19330FE9BD162FC227CC68F5870A| |31333E428DD81026E4854C4A1605615CC4ED148C525C494723EB5476F347FC0D827| |4CBF61BC25CCBD237C87433FC359AE99715A68F694ACCC7E659C11DC5050573BAB8| |7A9E9B908234A58E8678CD01A5F40E795BFF9590A25DDEDB3093FFC5E56FF8AACB9| |DB674A68145976B7CFE67F5DA781F35A3D777A414B287751EEA1DC475947D940D94| |4D94231505A67EDECD045347409E532CA15949738C98B87C18F124009A2F4A18450| |C2285194184A02E510A5F507F085F8BC| |-------------------------------------------------------------------|
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Yeah. I put the 'chance to disorient' from an END set, which actually works well for my fire/ela brute to give a 'little' damage mitigation. I then realized that there is another disorient proc set in taunt, got my hopes up...oh well.
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Quote:Well that's too bad, I can put a chance to disorient in lightning field from the endurance modification sets, but not taunt...bummer.That's working as intended.
When inventions were first added to the game, we could use Taunt Sets in auras, but the procs would affect the player character, not critters. In other words, a damage or stun proc would damage or stun the player. The devs just removed the ability for Taunt sets to be used in those auras. -
I can put a taunt SO in lightning field, but I cannot put built invention pieces of Triumphant Insult in it (a taunt IO set). Is this a known bug?
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Quote:For my 2 cents, I've run with just about every brute secondary and for ME (it's all subjective anyhow), while willpower is indeed nice, I've personally had a much better time with my brutes that are ELA (post energize). The reason being that I can pretty much run willie-nillie with my powers without needing to slot for end redux thanks to powersink (so slotting acc\dmg\rchg). Willpower is nice, but it doesn't have end drain resistance and ELA does...so unlimited endurance + endurance drain resistance is killer for my play style. Willpower matures pretty early, while ELA matures at 35...so it's one of those sets that you have to be patient with, especially if you combine it with something that uses endurance like it's water (I'm looking at you stone\mace\axe\super strength).So, I've played a few character on villian side and have 3 50s, but the only brutes I have is a 50 Elec/Shield and a 38 SS/EA.
I abandoned the SS/EA brute, because I feel that EA is pretty craptastic. I don't like it at all.
Elec/Shield was ok and had some pretty great tools, but I had some pretty good friends to team up with back then.
So, I was curious from those experienced with playing a lot of brutes, what are the best solo set combinations for a brute in your opinion.
My favorite toon right now for soloing is stone melee\ELA as he pretty much feels unstoppable, but my claws\dark is creeping up on my list for it's pure AoE potential. -
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1. Getting hit builds fury.
2. Attacks the miss you build fury.
3. Hitting back builds fury.
The challenge, of course, is that on teams it can be, at times, difficult to build up fury from #1 and #2 depending on team make up because of others getting the aggro from the enemies. Brutes have powers that have a taunt affect build into them to make near by enemies attack you. You can add to this by taking a taunt, but I've found that is rarely necessary (the more that are attacking you, the quicker you build fury).
#1 is most easily obtained and sustained by putting brawl on auto and have it fire every time its up and combine it with other fast rechaging attacks and when fury is high, start unleashing the higher damaging (and longer recharging) attacks. -
Quote:Pity...oh well...thanks!This is specific to the Lich.
I think it was changed due to a combination of two things.
1) Pets can't utilize Knockback like a Player can. They just, "It's recharged, Use It!"
2) The rest of the pets are Meleers. Having one of the pets knocking the targets away from the rest of the pets (Who won't attack them until they get back up) is just cruel and unusual.