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Posts
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Joined
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OK, looking at the replies here (thanks for those), I had a re-think.
I've tried to take on board what everyone said (which did get sorta tricky with the passives).
I've now come up with this...
Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php
inv: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Hero Profile:
------------
Level 1: Temp Invulnerability EndRdx(A), EndRdx(3), ResDam(7), ResDam(13), ResDam(25)
Level 1: Scorch Acc(A), Dmg(5), Dmg(11), Acc(15), Dmg(37)
Level 2: Dull Pain RechRdx(A), RechRdx(3), RechRdx(7), Heal(13), Heal(34), Heal(45)
Level 4: Combustion Acc(A), Dmg(5), Dmg(11), Acc(15), EndRdx(37), Dmg(37)
Level 6: Swift Run(A)
Level 8: Unyielding EndRdx(A), EndRdx(9), ResDam(9), ResDam(27), ResDam(29)
Level 10: Combat Jumping DefBuff(A)
Level 12: Aid Other Heal(A)
Level 14: Super Jump Jump(A)
Level 16: Health Heal(A), Heal(17), Heal(17)
Level 18: Invincibility EndRdx(A), DefBuff(19), DefBuff(19), Taunt(29), DefBuff(33)
Level 20: Stamina EndMod(A), EndMod(21), EndMod(21)
Level 22: Aid Self RechRdx(A), Heal(23), IntRdx(23), RechRdx(34), Heal(34), IntRdx(45)
Level 24: Taunt RechRdx(A), Taunt(25)
Level 26: Tough Hide DefBuff(A), DefBuff(27), DefBuff(31)
Level 28: Resist Energies ResDam(A), ResDam(31), ResDam(46)
Level 30: Resist Elements ResDam(A), ResDam(31), ResDam(46)
Level 32: Unstoppable RechRdx(A), RechRdx(33), RechRdx(33)
Level 35: Fire Sword Circle Acc(A), Dmg(36), Dmg(36), Acc(36), EndRdx(40), Dmg(40)
Level 38: Incinerate Acc(A), Dmg(39), Dmg(39), Acc(39), Dmg(40), RechRdx(43)
Level 41: Greater Fire Sword Acc(A), Dmg(42), Dmg(42), Acc(42), EndRdx(43), Dmg(43)
Level 44: Resist Physical Damage ResDam(A), ResDam(45), ResDam(46)
Level 47: Fire Sword Acc(A), Dmg(48), Dmg(48), Acc(48), Dmg(50)
Level 49: Hasten RechRdx(A), RechRdx(50), RechRdx(50)
------------
Level 1: Brawl Acc(A)
Level 1: Sprint Run(A)
Level 2: Rest RechRdx(A)
Level 1: Gauntlet
| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
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S>GD-]6@&<``
|-----------------------------------------------------------------------------|
As you can see I've also moved over to using the Mids' Hero Designer
Assuming that Defence is more effective than Resistance I think bringing Tough Hide forward should help more than either REn/REl.
My concern this time is that it's pushed my attacks back. Now I realise that a tank might not need attacks to tank, but it would be nice to be able to defend myself, plus it should give me something more to do.
Should I move Fire Sword Circle, Incinerate and Greater Fire Sword back to the levels they first become available and move the REn & REl down to the 40s?
Should I be taking Resist Physical Damage sooner? -
Hi all,
I'm playing (on and off) an inv/fire tank that I think might be quite good in the later levels. Trouble it I've got about 3 builds and I'm not sure which to go with.
They're pretty similar up to about lvl22/23, but I've got to lvl24 and need to choose which route to go down.
Now I'm pretty sure this isn't a rare combo, so hopefully a lot of people will have experience with the combo and be able to offer me some advice.
The 3 builds I'm considering are...
1)
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Fiery Melee
---------------------------------------------
01) --> Temp Invulnerability==> EndRdx(1) EndRdx(3) DmgRes(9) DmgRes(13) DmgRes(27)
01) --> Scorch==> Acc(1) Dmg(5) Dmg(7) Acc(15) Dmg(46)
02) --> Dull Pain==> Rechg(2) Rechg(3) Rechg(11) Heal(31) Heal(37) Heal(40)
04) --> Combustion==> Acc(4) Dmg(5) Dmg(7) Acc(15) EndRdx(34) Dmg(45)
06) --> Swift==> Run(6)
08) --> Unyielding==> EndRdx(8) EndRdx(9) DmgRes(11) DmgRes(13) DmgRes(27)
10) --> Combat Jumping==> DefBuf(10)
12) --> Aid Other==> Heal(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Invincibility==> EndRdx(18) DefBuf(19) DefBuf(19) DefBuf(34)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Aid Self==> Rechg(22) Rechg(23) Heal(23) Heal(25) IntRdx(40) IntRdx(50)
24) --> Boxing==> Acc(24) Acc(25)
26) --> Taunt==> Taunt(26) Rechg(48)
28) --> Fire Sword Circle==> Acc(28) Dmg(29) Dmg(29) Acc(33) EndRdx(34) Dmg(43)
30) --> Tough==> EndRdx(30) EndRdx(31) EndRdx(31) DmgRes(37) DmgRes(46)
32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33)
35) --> Incinerate==> Acc(35) Dmg(36) Dmg(36) Acc(36) Rechg(37) Dmg(43)
38) --> Greater Fire Sword==> Acc(38) Dmg(39) Dmg(39) Acc(39) EndRdx(40) Dmg(43)
41) --> Weave==> EndRdx(41) EndRdx(42) EndRdx(42) DefBuf(42) DefBuf(46)
44) --> Tough Hide==> DefBuf(44) DefBuf(45) DefBuf(45)
47) --> Resist Energies==> DmgRes(47) DmgRes(48) DmgRes(48)
49) --> Resist Elements==> DmgRes(49) DmgRes(50) DmgRes(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
or this one, which by lvl50 is very similar if not the same. But I'll spend most of my time getting to 50, so the order in the 20s & 30s might be important...
2)
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Fiery Melee
---------------------------------------------
01) --> Temp Invulnerability==> EndRdx(1) EndRdx(3) DmgRes(7) DmgRes(13) DmgRes(25)
01) --> Scorch==> Acc(1) Acc(5) Dmg(11) EndRdx(15) Dmg(33) Dmg(43)
02) --> Dull Pain==> Rechg(2) Rechg(3) Rechg(7) Heal(27) Heal(31) Heal(37)
04) --> Combustion==> Acc(4) Acc(5) Dmg(11) EndRdx(15) Dmg(34) Dmg(42)
06) --> Swift==> Run(6)
08) --> Unyielding==> EndRdx(8) EndRdx(9) DmgRes(9) DmgRes(13) DmgRes(46)
10) --> Combat Jumping==> DefBuf(10)
12) --> Aid Other==> Heal(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Invincibility==> EndRdx(18) DefBuf(19) DefBuf(19) DefBuf(25) Taunt(34)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Aid Self==> Rechg(22) IntRdx(23) Heal(23) IntRdx(27) Heal(37) Rechg(40)
24) --> Resist Energies==> DmgRes(24) DmgRes(45) DmgRes(46)
26) --> Resist Elements==> DmgRes(26) DmgRes(45) DmgRes(46)
28) --> Fire Sword Circle==> Acc(28) Acc(29) Dmg(29) EndRdx(31) Dmg(34) Dmg(40)
30) --> Taunt==> Taunt(30) Rechg(31)
32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33)
35) --> Incinerate==> Acc(35) Acc(36) Dmg(36) Rechg(36) Dmg(37) Dmg(43)
38) --> Greater Fire Sword==> Acc(38) Acc(39) Dmg(39) EndRdx(39) Dmg(40) Dmg(43)
41) --> Tough Hide==> DefBuf(41) DefBuf(42) DefBuf(42)
44) --> Boxing==> Acc(44) Acc(45)
47) --> Tough==> EndRdx(47) EndRdx(48) DmgRes(48) DmgRes(48)
49) --> Weave==> EndRdx(49) EndRdx(50) DefBuf(50) DefBuf(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
Or leaving out Tough as a lot of people seem to say it's not really needed and that Weave is a waste of a skill & endurance...
3)
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Fiery Melee
---------------------------------------------
01) --> Temp Invulnerability==> EndRdx(1) EndRdx(3) DmgRes(7) DmgRes(13) DmgRes(25)
01) --> Scorch==> Acc(1) Dmg(5) Dmg(11) Acc(15) Dmg(37)
02) --> Dull Pain==> Rechg(2) Rechg(3) Rechg(7) Heal(13) Heal(33) Heal(46)
04) --> Combustion==> Acc(4) Dmg(5) Dmg(11) Acc(15) EndRdx(37) Dmg(40)
06) --> Swift==> Run(6)
08) --> Unyielding==> EndRdx(8) EndRdx(9) DmgRes(9) DmgRes(31) DmgRes(46)
10) --> Combat Jumping==> DefBuf(10)
12) --> Aid Other==> Heal(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Invincibility==> EndRdx(18) DefBuf(19) DefBuf(19) Taunt(25) DefBuf(34)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Aid Self==> Rechg(22) Heal(23) IntRdx(23) Rechg(34) Heal(34) IntRdx(45)
24) --> Resist Energies==> DmgRes(24) DmgRes(27) DmgRes(43)
26) --> Resist Elements==> DmgRes(26) DmgRes(27) DmgRes(43)
28) --> Fire Sword Circle==> Acc(28) Dmg(29) Dmg(29) Acc(31) EndRdx(37) Dmg(42)
30) --> Taunt==> Rechg(30) Taunt(31)
32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33)
35) --> Incinerate==> Acc(35) Dmg(36) Dmg(36) Acc(36) Dmg(40) Rechg(46)
38) --> Greater Fire Sword==> Acc(38) Dmg(39) Dmg(39) Acc(39) EndRdx(40) Dmg(43)
41) --> Tough Hide==> DefBuf(41) DefBuf(42) DefBuf(42)
44) --> Resist Physical Damage==> DmgRes(44) DmgRes(45) DmgRes(45)
47) --> Fire Sword==> Acc(47) Dmg(48) Dmg(48) Acc(48) Dmg(50)
49) --> Hasten==> Rechg(49) Rechg(50) Rechg(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
So which one looks best?
I don't want to just use someone else's build, but if you have any suggestions regarding your preferred version that might improve it I'll take it into consideration.
Thanks in advance for any help. -
[ QUOTE ]
Granted its got is major drawbacks too, but these can be overcome to a limited extent. (Teleport, 3 x slot swift, 3 x slot sprint...
[/ QUOTE ]
Hmmm, have they changed this recently then? cuz last I knew both Rooted and Granite Armour would turn off Sprint, thus negating it and the 3 slots in it.
Teleport does help, assuming you take it.
3 slotting Swift will help, but it far from overcomes the slow of Rooted and Granite Armour.
Sure, SB will help but that requires someone with kinetics on the team and if we're adding external buffing then I believe a lot of the downsides of other tanks can also be overcome to some extent. -
Hi,
I recently decided to make a Thugs mastermind (since they're all new and sparkly, or they were when I7 came out).
I'm trying to decide on the secondary to go with them. I've narrowed it down to either Forcefields or Trick Arrows.
I know at this point there will probably be suggestions of Dark Miasma, but I've been there and done that and would like to try somethign else.
Does anyone have any suggestions as to why Thugs/FF or Thugs/TA should be avoided or anything that makes them nice and fun?
I have a concept in mind for both, so now it really just comes down to which will be more fun, and for me a part of that is not aquiring a lot of debt or taking frequent hospital visits.
The combination of Forcefields and the Enforcers Manouvers makes that seem like an nice option. I understand that the defence values can get into the 40s? Which should make the pets very tough. The downside I see is the large periods of inactivety between bubbling everyone.
With Trick Arrows I like the idea of having -Res and -Def skills to increase damage output. Also the combo of an arsonist and Oil Slick Arrow seems like it could work well (how effective is the knockdown on Oil Slick and does it lose this effect when set alight?)
The downside to this is that while the enforcers will still have manouvers I wont have any defences boosts for them and I believe the only -acc in TA isn't really worth taking for acc debuffing. So will I end up losing henchmen so often that the boost I gain from -Def and -Res powers is nullified by lack of henchmen alive?
I notice you don't see a lot of /TA masterminds around. Is there a reason for this or is it simply that /Dark does it better?
Thanks in advance for any feedback. -
The third awfully nice/nasty chap/cad to ding the big one!
Gratz mate, sorry I couldn't be there for it.
Cross-Wired -
I've been trying to decide on my Patron and as it's a permanent choice I didn't want to rush in. However I've taken that a bit far far now and next level I want a shield/armour.
My mastermind is Robotics/Dark which I made as my first char in CoV beta and recreated in live when I was totally happy with my Necro/Dark MM. Now it's well known that this is a good combo (although I didn't know it at the time, just got lucky, guess it had to happen sometime!), so I don't want to mess it up with the wrong Patron set.
I know they are all quite similar but there are a few differences that I'm pondering over.
Now this character isn't really following a concept, but I've narrowed it down to either Scirocco or Black Scorpion. Both would fit with how I see the character now.
Here are the points that I keep going over in my head:
1)
Black Scorpion arc is said to be bugged. I'm not sure how exactly but am reluctant to do it incase it has much of an impact.
2)
Black Scorpion's set's Armour is Def based, Scirocco's is Res based. For someone with the HP of a MM whichis best and why? (Also consider Nrg/-Nrg res in Shadow Fall, is it best to stack with this or add Def as well?)
3)
Black Scorpion's hold and immobilize have -fly which could be used to take flying enemies out of the air an onto Tar Patch for Res Debuff. However it does do any damage, unlike Scirocco's. Do either sets prevent knockback?
Those are the points I've been considering, is there anything I've missed?
Can anyone make a decent arguement for one over the other?
Also, do the attacks in either set out-damage either of the single target attacks in the Robotics powerset (single shot and over time (I believe it has a longer recharge))?
Thanks for any help/advice. -
OK, thanks for the feedback.
Assuming I go with Ice, this is my new build plan. Hopefully I've managed to take into account most of what has been said.
Do you have any further refinements on:
Archetype: Corruptor
Primary Powers - Ranged : Ice Blast
Secondary Powers - Support : Kinetics
01 : Tranfusion acc(01) hel(5) hel(13) hel(40) acc(40)
01 : Ice Blast acc(01) dam(3) dam(7) dam(17) acc(15)
02 : Frost Breath acc(02) dam(3) dam(7) dam(17) acc(15)
04 : Siphon Power acc(04) recred(5) recred(13) acc(37)
06 : Swift runspd(06)
08 : Freeze Ray acc(08) hlddur(9) hlddur(9) acc(31) recred(34) recred(34)
10 : Siphon Speed recred(10) recred(11) recred(11)
12 : Combat Jumping endred(12)
14 : Super Jump jmp(14)
16 : Health hel(16)
18 : Bitter Ice Blast acc(18) dam(19) dam(19) acc(34) dam(29)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Speed Boost endrec(22) endrec(23) endrec(23)
24 : Ice Storm recred(24) recred(25) dam(25) dam(31) dam(33)
26 : Bitter Freeze Ray acc(26) hlddur(27) recred(27) hlddur(29) acc(31)
28 : Acrobatics endred(28)
30 : Increase Density damres(30)
32 : Blizzard recred(32) recred(33) recred(33)
35 : Transference acc(35) acc(36) endrec(36) endrec(36) endrec(37) recred(37)
38 : Fulcrum Shift acc(38) acc(39) recred(39) recred(39) recred(40)
Thanks. -
I'd really like a kinetics character and I'm also thinking of making a controller or defender with this set too.
I'm not really sure which to go for as a primary, fire or ice. I like the holds and slows from ice, but I think fire may have higher damage overall. I'm a little worried about the aggro I might get from fire AoE's though, especially with my heal not being PBAoE based. However with Ice I'm concerned with becoming a poor Dominator if I focus on holds and slows instead of damage.
What do you guys think? Any key points I should consider that I haven't with these sets?
Here are my planned builds for both options, please let me know what you think.
Archetype: Corruptor
Primary Powers - Ranged : Ice Blast
Secondary Powers - Support : Kinetics
01 : Tranfusion acc(01) hel(5) hel(15) hel(25)
01 : Ice Blast acc(01) dam(3) dam(7) dam(31)
02 : Frost Breath acc(02) dam(3) dam(7) dam(31)
04 : Siphon Power acc(04) endred(5) recred(13)
06 : Swift runspd(06)
08 : Freeze Ray acc(08) hlddur(9) hlddur(9) hlddur(31)
10 : Air Superiority acc(10) dam(11) dam(11)
12 : Siphon Speed acc(12) recred(13)
14 : Fly endred(14) fltspd(15) fltspd(40)
16 : Health hel(16) hel(17) hel(17)
18 : Bitter Ice Blast acc(18) dam(19) dam(19) dam(34)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Speed Boost endrec(22) endrec(23) endred(23)
24 : Ice Storm recred(24) endred(25) recred(37) endred(37)
26 : Bitter Freeze Ray acc(26) dam(27) dam(27) hlddur(29) hlddur(29) dam(37)
28 : Increase Density endred(28)
30 : Inertial Reduction endred(30)
32 : Blizzard recred(32) dam(33) recred(33) dam(33) recred(34) dam(34)
35 : Transference acc(35) endrec(36) recred(36) recred(36)
38 : Fulcrum Shift acc(38) acc(39) recred(39) recred(39) recred(40) endred(40)
and
Archetype: Corruptor
Primary Powers - Ranged : Fire Blast
Secondary Powers - Support : Kinetics
01 : Tranfusion acc(01) hel(5) hel(11) hel(37)
01 : Flares acc(01) dam(3) dam(7) dam(31)
02 : Fireblast acc(02) dam(3) dam(7) dam(31)
04 : Siphon Power acc(04) recred(5) endred(11)
06 : Swift runspd(06)
08 : Fire Breath acc(08) dam(9) dam(9) dam(34)
10 : Siphon Speed acc(10) recred(15)
12 : Air Superiority acc(12) dam(13) dam(13)
14 : Fly endred(14) fltspd(15) fltspd(37)
16 : Health hel(16) hel(17) hel(17)
18 : Blaze acc(18) dam(19) dam(19) dam(34)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Speed Boost endred(22) endrec(23) endrec(23)
24 : Rain of Fire dam(24) dam(25) recred(25) dam(36) recred(36)
26 : Blazing Bolt acc(26) dam(27) dam(27) dam(34)
28 : Fireball acc(28) dam(29) dam(29) dam(31)
30 : Increase Density endred(30)
32 : Inferno acc(32) dam(33) dam(33) dam(33)
35 : Transference acc(35) recred(36) recred(37) endrec(40)
38 : Fulcrum Shift acc(38) recred(39) recred(39) recred(39) endred(40) acc(40)
As far as the travel skills go, I picked fly as I don't want to have the problem of moving vertically. After I get Inertial Reduction I can possibly respec into a new travel power or out of a travel power all together.
The same goes for the fitness pool, until I can get Transference I think I'll need stamina, afterwards I'll see how it goes and maybe respec out of stamina.
So what do you think?
Thanks for any feedback. -
Thanks all.
I took Fearsome Stare in the end.
Obviously AB will be my lvl26 skill. What should I take at lvl28, Petrifying Gaze or Shadow Fall. I hadn't thought about the Energy Resistance it gives you. Although I think a single target hold might be useful. So which do I get at lvl28 and which at 30?
Thanks again. -
Hi,
I'm playing a Robotics/Dark Miasma Mastermind and enjoying it.
I've just hit lvl 24 and need to pick my next skill.
Do I go for Shadow Fall (slotted for Def) or Fearsome Stare slotted for duration/debuff)?
Fearsome Stare is great (on my Dark/Dark defender anyway), but since the recharge time has been upped I'm not sure if it would be as useful as it once was.
Shadow Fall will probably be less effective but more constant. I'm hoping that with Darket Night and Shadow Fall I (and my henchmen & teamamtes) should be rather hard to hit. Is this the case? So far I'm disapponted with the effect of Darkest Night (3 slots, all DO's, 1 end red, 2 acc debuffs).
Which of these should be my priority?
After this skill, I have 2 more primaries to get and I want Petrifying Gaze and Dark Servant, so thats 4 skills, which should leave me 2 more skills to pick. I'm thinking Assult (from power pools) and the skill that I don't get now.
Does this sound good?
Thanks for any advice.
(Skills so far: 1st 2 blasts from primary, 2 summons and the robot upgrade, Twilight Grasp, Tar Patch, Darkest Night, Hover, Fly, Swift, Health, Stamina) -
Hi,
My brute just hit the dizzy heights of lvl12 (waits for everyone to calm down...), and I'm not sure what skill to take, this got me thinking about future skills and I didn't like it!
So far I have:
Stone Fist
Stone Mallet
Heavy Mallet :-)
Fire Shield
Healing Flames
Combat Jumping
Swift
now at lvl12 I'm considering either
Blazing Aura
or
Fault
any advice or alternate suggestions (and reasons)?
BA is nice, but I struggle with end anyway and BA is a big end drain.
Fault seems nice enough, but it doesn't do any damage and will draw aggro, I'm just not sure if I'll use it much once I get a decent attack chain.
Also I have huge end problems, will this get much better with Stamina?
Currently I only have CJ and Fire Shield slotted with 1 TO end reduction. I realise I'll probably need to slot the attacks with end reductions, but if I do this will I lose the extra damage the Stone set has over the others?
My future plans are:
lvl 14 -> Super Jump
lvl 16 -> Plasma Shield (yay less endurance that ever!)
lvl 18 -> Health
lvl 20 -> Stamina
lvl 22 -> Acrobatics
lvl 24 - Seismic Smash
lvl 26 -> Hurl Boulder
lvl 28 -> Consume
lvl 30 -> ???
lvl 32 -> Tremor
lvl 35 -> ???
lvl 38 -> ???
I went for Fire as it seemed it'd need less toggles, thus using less endurance.
I also have a lvl 11 Stone/Dark Armour brute, but the thought of Stone Melee and Dark Armour on my endurance nearly reduces me to tears.
Which is best Stone/Dark or Stone/Fire?
Any advice welcome.
Thanks.