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Posts
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You could sentinel, in fact i would recommend aid self for the early-game, but into your 40s, you should pickup tough and weave.
Without T/W, you have around 35% S/L resists with optimal slotting (no sets, just plain IOs), with, you have 55%, and some nice defense numbers which help negate the rage crash, and generally improves your survivability.
Early game, Aid self is important, but late game it fades out to high damage mitigation in SS/, so Tough/Weave helps more.
Of course, you don't have to go this route. The ideal circumstance would be taking aidself, then around 40, speccing into T/W instead. -
Theres an edit button beside 'Reply' i believe. Eventually the post (once around for so long) becomes locked, and you can no longer edit it.
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Nope, that would be correct. That said, If i remember correctly, that number is with 'Rise to the Challenge' set to 10 enemies in the area. Lower it to see how the regen changes per enemy.
With that said, less enemies = less damage = less regen needed, so the effect is pretty much the same. In fact, i believe the 10 man cap is to prevent you from having such an easy time when you herd 16 enemies for example, those 6 would be damage without regen mitigation, which is where outside mitigation, like Footstomp, is king. -
[ QUOTE ]
Having played too many SS/* Brute (SS/Stone, SS/ELA) I just cannot deal with the rage crash any more . . . I find Stone Melee to give equal or better mitigation than SS, with better burst damage (vs. sustained DPS of Rage), and Seismic Smash > KO ... but it does lack the Superman feel of SS.....
[/ QUOTE ]
Sorry to say, but that doesn't help my guide any, or help an SS/WP in any way, so, next time post something constructive, or don't. -
Its working as intended.
and thanks Plasma i normelly catch misttakes like that. but then, writing so early in the morning doesnt help. There are a large number of other misstakes which i plan on fixng tommorrow. dont ask me to capitaliize my 'i's. Because i wont. :P
(Heh, took me longer to add in this mistakes than it did to actually write the message.) -
[u] Intro [u]
Since open beta began, I've tried a few different set combos; DB/WP, DB/DA, FM/WP, SM/WP, but the one i have had the most sucess and most importantly the most fun with, is a SS/WP powerhouse.
Why Willpower?
Willpower, besides being new,shiny, and awesome, is a very lazy-styled secondary set. Fiery Aura for example, requires the player to watch their health and endurance to know when to use Healing Flames and Consume, and regularly uses both. But, to use either, the player has to stop attacking, and use the power. All you have to do to get Willpower up and running is click 4 toggles when you first logon, and your good for the night. This means you can focus on attacking, without really needing to look after your health bar or endurance bar. Its a very nice style of play for a brute, your goal is SMASH, and all you have to worry about is SMASH.
Why Superstrength?
When playing /WP, you'll notice all of your potentecy comes from being able to regenerate the damage done to you. You have some resists to take the edge off of spike-based attacks, and some defense to help out aswell, but the main component is regen. Because of this, you'll need to find a way to stop enemies from attacking you, through a status effect, to give your regen a chance to bring your health back up. That said, Superstrength is the king of knockdown, which I will talk more about later. Superstrength allows you to mitigate the incoming damage very well, and thus gives your regen plenty of time to catch up.
It is also has a very nice damage component, especially with Rage double stacked and a full fury bar.
Powers
Superstrength
[u]Jab[u]: This power is low on damage. That said, it can reach a very low recharge of 1second(any more is wasted), and can be slotted with procs to increase said damage. Additionally, its status effect is a chance for disorient, which does help mitigation, but the effect is rare to proc. I recommend taking this power for your early levels, but once you have Quick Recovery, and possibly Stamina, you can respec out and take Punch, which will yield better DPS.
[u]Punch[u]: 3 Slotted recharge(w/ 3slot hasten), this power has a 1.5sec recharge, or .3 seconds before it can be used again, for some very nice damage, and possible knockdown. This is a very nice power, but early on I prefer Jab's lower end cost, and faster recharge to fill attack chains and build fury.
[u]Haymaker[u]: Very very very nice power. 3slot recharge(w/3slot hasten) your looking at a mere 3 second recharge. With 2x Rage, and 3x Damage Enhances, it does 242 smashing damage. That is one hefty blow. Leveling up, this will be a very nice power, and stays very nice even at 50.
[u]Hand Clap[u] : AoE Stun, no damage. I like to skip this power in a /WP build because it is tight for power choice, and you don't need this much mitigation. You may want to take this while leveling before footstomp, but then, you might not.
[u]KO Blow[u]: Prepare to drool. Seriously, go get like a kleenex or something. Double stacked Rage, with 3 damage, 3 recharge, and hasten 3slotted recharge, this power does an amazing 530 damage. It has a hold component to it, which happens very very often, meaning if they get up...well, they aren't doing anything for a while. It also recharges in 9.35 seconds with a 3slotted hasten, and 3 slotted for recharge. That is insane. Please, take this power, nuture it, love it, and then kill someone with it.
[u]Taunt[u]: I would also drop this power to get the slots needed for /WP, RttC has a taunt aura component to it, as long as there isn't someone else with a taunt aura, you will take the aggro.
[u]Rage[u]: This is an amazing power. +80% damage, +20% tohit BASE. It lasts for 120seconds, then has a 10second crash in which you can only use powers that effect yourself. With 3 recharge 3 tohit, it grants +31% tohit, +80% damage. That said, it can have a 90second recharge. If you've been paying attention, that means you can have 30seconds of double rage before the first rage crashes, in which you have +62% tohit, +160% damage. This is very very useful when your facing a boss, or EB, or AV, it dramatically increases your damage, and helps your accuracy. Early on i would slot for some endurance reducs because when it crashes it takes some endurance, once you have Quick Recovery and Fitness you're fine.
[u]Hurl[u]: Pretty decent power, but one i chose to drop so i could have more flexibility chosing other powers. My suggestion is to take Air Sup instead.
[u]Footstomp[u]: This is the main component to your damage mitigation in 8man spawns, it also looks freakin' wicked, and has the numbers to back it up. Under double rage(with 3slotted recharge/damage), you'll do 210 damage, with a 8second recharge. Take this power.
( A fun little bonus to this power, is if your doing a paper mission, while focusing on the last boss, and his guards attack, if you add this to your chain of attacks, you'll finish the boss and most the guards around you will also be dead)
Willpower
Willpower is a set that needs most if not all of its powers to really thrive, i like to think of it as 1/4 defense, 1/4 resist, 1/2 regen. The mitigation from superstrength guarantees you won't have any problems.
[u]High Pain Threshold (HPT)[u]: Bonuses to health, and resists? Yes please! With 3 slotted health, and 3 slotted resists you get +30% health, +11.8 resists to everything. That said, you'll probably only manage six slots very late in the build, just be settle with 3 healths in the power for most of your career.
[u]Mind Over Body[u]: 3slotted, your looking at 29.5% resist to smash and lethal, and 23.6% to Psi. That is some nice resistance. I'd take this early, if you've got the room, just be sure to slot a end redux in it.
[u]Fast Healing[u]: 3slots here, for +148% regen. This synergizes unbelievably well with the rest of the set, especially RttC. A nice way to think of it, is a permenant 6 enemies in RttC(25% bonus for each). So really, this power isn't anything to scoff at. Some say it's skippable, I don't.
[u]Indomintable Will[u]: This may very well be the best mez protection in the game, ever. This is what allows you to put your 4 toggles on, and never worry about them again. Protection from: Sleep, Disorient, Fear, Knockback, Hold, Immobilize(?).
On top of that, it gives a nice +def to psionics. Man those carnies are going to hate you. If you really wanted to slot for the +def, you could get 11.8% def to psionics. Nothing to scoff at. Take this power.
[u]Rise to the Challenge (RttC)[u]: This is the sets backbone, and comes in just when your starting to need it. Its a heavy +regen power that gets more +regen for the more enemies near you. With 10 enemies in your area, and 3 slotted heal, you gain +690% regen. With 2 (average solo lets say), you still get a nice 300%. You may think 'but thats less than half! I'll surely die' don't worry, your HP bar doesn't even flinch.
NOTE: When Rage crashes for 10 seconds, RttC will not work. This means your Taunt Aura doesn't work, which can buy you some time if your in over your head, but generally timing it, your fine. In all honesty, I haven't seen any problems yet when i jump into an 8man spawn and rage crashes, it just doesn't seem that big of a problem. A very good idea is to use SoW as soon as Rage crashes if your up against something hard, it will allow you to survive rather easily. You could also pop a green.
[u]Quick Recovery[u]: Ah, Stamina on Steriods. Level 21 should be dedicated to giving this power two slots, and immediatly slotting it with 3 endmod. This will give +59% recovery. Take it right at 20. Slot at 21. Enjoy to 50.
[u]Heightened Senses[u]: Some say this is the power to skip. I say those people are wrong. This power offers defense to Energy, Negative Energy, Fire, and Cold. 15.4% once slotted infact. You might think of this as being a small amount, but what it really means is ANY attack with the smallest component of any of the above types has a chance to completely miss you. And if they miss, thats more time for your regen to catchup. Some might think you wouldn't notice it, but from my experience it seems to be very noticble in large herded mobs, and definitely comes in to play when you need it. Its very nice, and if you take weave, stacks even better (nevermind with your other defenses).
[u]Resurgence[u]: Now this is a nice power, but definitely skippable. That is, if you don't have room for something you really want in your build, you can chuck this power. If you ever manage to die, you can use this power to revive with 92.8% of your hitpoints (with 1 heal enhance in it), with a +28% damage buff for 90seconds.Your also debt-protected for 20seconds. This could easily be a great power to take at 49, since it does not need any additional slots, and is more of a convience power.
[u]Strength of Will(SoW)[u]: Now this power is a bit different, and could very well be altered from the form I am describing. It has a 300second recharge, with no ability to be reduced. With 3 resists in this power, it grants +41.3% resistance to All. That said, it only lasts for 180seconds, but it really makes a difference in big boss fights, or versus mobs with -regen or otherwise.
Powerpools
Flight: This is a powerpool i'd recommend for your travel. You should definitely pickup Air Superiority here, very early too, I picked mine up at 6. The power does decent damage under rage and especially 2xRage, but whats more notable is its almost inevitable knockup(basically knockdown) every time its used, even on bosses and EBs. On top of that, it has a nice -fly component. This power is key to juggling an enemy. I will explain more on juggling later.
Fitness: This is a pool i definitely recommend taking. You have quick recovery, sure. But health gives you a +78% regen,and a 48% sleep resistance. The regen stacks very nicely. Stamina gives you a +50% recovery, with Stamina and Quick Recovery, you don't have any endurance issues, with all 4 toggles running, and spamming attacks.
Medicine: Aid Self is nice in this pool, because it gives you a way to quickly heal spike-damage, something your regen can have a hard time doing. That said, once you get Footstomp properly slotted, Aid Self becomes much less useful as you don't run into situations where the enemies are dealing much damage at all (as they are mostly trying to get back up, just as they get knocked down again). So I recommend Aid Self for the earlier levels, but then to drop it in a respec once you have all your toggles and QR+Stam.
Speed: Hasten is a god here. It makes all your attacks much faster, and gives the ability for rage doublestacked. I highly recommend it. HIGHLY!! I would hope to get it just before you get Rage, and have it threeslotted before then, it will really help your damage output.
Fighting: Weave and Tough are the main contenders in this pool, I recommend taking them in your 40s if you feel the need.
Teleportation: TP foe is useful to thin out mobs, and TP friend is always nice, but definitely not needed.
Leaping: Combat Jumping and Acrobatics doesnt help willpower very much any more, though SJ is very fun.
Concealment: You could stealth missions if you like, but other than that, this pool is useless.
Leadership: Leadership values on a brute are rather low, and you don't need any of the added benefits(nor the endcost) so i would avoid this pool.
Presence: Some cool powers in this pool, but nothing you need.
Juggling... AKA The Attack Chain of Doom!
Superstrength is packed full of Knockdown. With Air Sup, you have so much knockdown, you can easily kill a boss, even an entire spawn, without them getting off their backside.
All you have to do, is use Air Sup often. Then once their down, you can use punch/jab to hit them before they getup, KO Blow will knock them up, so they stand, then you Air Sup before they get another attack in, Haymaker can be linked(and sometimes punch too) to create anotherknockdown. In fact, at the maximum potential of this build, you can effectively Air Sup -> Foot Stomp -> Hay Maker -> Foot Stomp -> Ko Blow to easily kill a boss + most minions around.
All you have to remember is when they hit the floor from Air Sup, you have two bounces to get in the next knockdown before they stand up.
This tactic really mitigates any incoming damage. I've done newspaper missions very quickly, starting SoW when i entered, and going straight to the boss in a 'defeat x and guards' killing him and his crew before SoW was up (180seconds). Thats pretty good, but on top of that, using the tactic i've shown, the boss doesn't have a chance to get a shot in, and any damage those around him cause, is healing back by RttC (and SoW slows the damage down, but i was just using that as a timer)
Leveling
Levels 1-17
At this point your still just warming up, the levels coast by really easily, You want to conserve your endurance and keep your accuracy as high as possible.
Levels 18-30
Now you've got rage, and hopefully 3 tohit-buffs in it(and 3 recharge), allowing you to slots your attacks for less accuracy, if any. You should also have hasten so you can double-stack rage when needed. You should be noticing that your damage is now nice and high, you'll want to have a few endredux in your toggles, maybe one in each, and then have one in some often used attacks, like KOBlow or Haymaker. You'll probably have a few powers to flesh out still, but the general build is starting to shape up nicely.
Levels 32- 39
You get footstomp, you slot it up, get SoW, flesh out the build, perhaps grab Resurgence, or a powerpool you've been wanting, right now the build is pretty much on fire, you've got everything you need to make it awesome.
Levels 40-50
Alright, so you can pickup a Patron if you like, or grab some attacs you were putting off. Your build will be pretty much done all you could do once you hit 50 is shop around for some nice IOs, perhaps get enough +recovery that you wouldn't need any endreduxs, maybe some +rechargeredux to have attacks up more often and in use.
My Build
This is my currently planned build, at level 50, using common IOs.
Villain Plan by Mids' Villain Designer 1.21
http://www.honourableunited.org.uk/mhd.php
BlackCarnage: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (3) Recharge Reduction IO: Level 50[*] (15) Damage Increase IO: Level 50[*] (36) Recharge Reduction IO: Level 50[*] (37) Accuracy IO: Level 50[*] (39) Damage Increase IO: Level 50[/list]Level 1: High Pain Threshold <ul type="square">[*] (A) Resist Damage IO: Level 50[*] (7) Resist Damage IO: Level 50[*] (36) Resist Damage IO: Level 50[*] (46) Healing IO: Level 50[*] (50) Healing IO: Level 50[*] (50) Healing IO: Level 50[/list]Level 2: Haymaker <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (3) Recharge Reduction IO: Level 50[*] (13) Recharge Reduction IO: Level 50[*] (37) Accuracy IO: Level 50[*] (40) Damage Increase IO: Level 50[*] (40) Damage Increase IO: Level 50[/list]Level 4: Fast Healing <ul type="square">[*] (A) Healing IO: Level 50[*] (5) Healing IO: Level 50[*] (5) Healing IO: Level 50[/list]Level 6: Air Superiority <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (7) Damage Increase IO: Level 50[*] (37) Damage Increase IO: Level 50[*] (39) Accuracy IO: Level 50[*] (43) Damage Increase IO: Level 50[/list]Level 8: Knockout Blow <ul type="square">[*] (A) Damage Increase IO: Level 50[*] (9) Recharge Reduction IO: Level 50[*] (9) Damage Increase IO: Level 50[*] (11) Accuracy IO: Level 50[*] (11) Recharge Reduction IO: Level 50[*] (42) Recharge Reduction IO: Level 50[/list]Level 10: Indomitable Will <ul type="square">[*] (A) Defense Buff IO: Level 50[*] (40) Endurance Reduction IO: Level 50[*] (43) Defense Buff IO: Level 50[*] (46) Defense Buff IO: Level 50[/list]Level 12: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 40[*] (13) Recharge Reduction IO: Level 40[*] (15) Recharge Reduction IO: Level 50[/list]Level 14: Fly <ul type="square">[*] (A) Flight Speed IO: Level 50[/list]Level 16: Rise to the Challenge <ul type="square">[*] (A) Healing IO: Level 50[*] (17) Healing IO: Level 50[*] (17) Healing IO: Level 50[*] (36) Endurance Reduction IO: Level 50[*] (39) Endurance Reduction IO: Level 40[/list]Level 18: Rage <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (19) Recharge Reduction IO: Level 50[*] (19) Recharge Reduction IO: Level 50[*] (23) To Hit Buff IO: Level 50[*] (23) To Hit Buff IO: Level 50[*] (42) To Hit Buff IO: Level 50[/list]Level 20: Quick Recovery <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (21) Endurance Modification IO: Level 50[*] (21) Endurance Modification IO: Level 50[/list]Level 22: Swift <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 24: Health <ul type="square">[*] (A) Healing IO: Level 50[*] (25) Healing IO: Level 50[*] (25) Healing IO: Level 50[/list]Level 26: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (27) Endurance Modification IO: Level 50[*] (27) Endurance Modification IO: Level 50[/list]Level 28: Heightened Senses <ul type="square">[*] (A) Defense Buff IO: Level 50[*] (29) Defense Buff IO: Level 50[*] (29) Defense Buff IO: Level 50[*] (34) Endurance Reduction IO: Level 50[*] (42) Endurance Reduction IO: Level 40[/list]Level 30: Mind Over Body <ul type="square">[*] (A) Resist Damage IO: Level 50[*] (31) Resist Damage IO: Level 50[*] (31) Resist Damage IO: Level 50[*] (31) Endurance Reduction IO: Level 50[*] (43) Endurance Reduction IO: Level 40[/list]Level 32: Foot Stomp <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (33) Recharge Reduction IO: Level 50[*] (33) Recharge Reduction IO: Level 50[*] (33) Damage Increase IO: Level 50[*] (34) Damage Increase IO: Level 50[*] (34) Endurance Reduction IO: Level 50[/list]Level 35: Resurgence <ul type="square">[*] (A) Endurance Modification IO: Level 50[/list]Level 38: Strength of Will <ul type="square">[*] (A) Resist Damage IO: Level 50[/list]Level 41: Boxing <ul type="square">[*] (A) Empty[/list]Level 44: Tough <ul type="square">[*] (A) Resist Damage IO: Level 50[*] (45) Resist Damage IO: Level 50[*] (45) Resist Damage IO: Level 50[*] (45) Endurance Reduction IO: Level 50[*] (46) Endurance Reduction IO: Level 50[/list]Level 47: Weave <ul type="square">[*] (A) Defense Buff IO: Level 50[*] (48) Defense Buff IO: Level 50[*] (48) Defense Buff IO: Level 50[*] (48) Endurance Reduction IO: Level 50[*] (50) Endurance Reduction IO: Level 50[/list]Level 49: Mu Lightning <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Fury
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I'll probably end up changing a fair portion of it, once i see how it performs.
Closing
So, thats my take on the SS/WP Brute. Hopefully it gave you some food for thought, and sparked an interest in the Superstrength/Willpower Brute. -
Rage's base stats are: +80% damage, +20% tohit, not +80% tohit as your guide states.
I'm about to make my own SuperStrength/ Willpower guide, simply because i seem to disagree with some of your suggestions. -
Everyone here should be creative, perhaps someone could come up with a nice name for my SS/WP Brute.
-
PvP is very much a broken game. It's fun, but it's almost always unfair fights, which is totally fine, you just have to realize this. I don't play much PvP when i did in warburg, i just fought 1v1 against a large group of people, we all stood around in a fight circle so if someone else came to interupt, WHAAMMOO! but thats not too often you'll find that outside SGmates.
As far as the new sets go. DAMNNNNNNN hurry up! i want to play my dual blades/wp on open beta atleast! -
I've got some pics of Dread in my siggie (you'll have to traverse the virtueVerse to get there though :P). Other than that, my 50, is your standard golden-age-hero. However, i only use two colours, perhaps i will try using more.
Anyways, great guide, great costumes. -
[ QUOTE ]
Here's the first tip I give to new players. When you create a character, don't even bother with costume creation - skip right through it.
<<SNIP SNIP>>
[/ QUOTE ]
I disagree with this. I always go by my powerset or backstory, get a costume that fits, THEN decide on a name. I always seem to find something almost immediatly. Say i want to create a SS/Fire Brute. I grab the sets, make a costume that goes good with flames and uses oranges reds yellows, make it look nice and strong like, then i go to the naming screen. Cinder(fire based) Smash (strong, SS based). easy as that really. Fire, hmm... fire, other names for fire... flames, burn, singe, wick, light, heat... it goes on really, i find a thesaurus is the best tool.
So, i personally disagree, i don't think i could ever make powersets fit the name. -
Not in his case, considering he was talking about the 5th column. But yes, the actual one, that would be the Third Reich.
-
(Responding to Guide, not to any other comments)
I don't much like it. I think its only because you seem to be trying to force the player into spending way to much time doing things most will pickup on common sense. Like finding new ways to use an attack, or how to pull into a cone damage. Stuff like your improvisation, i just dont think any of it will do you any good, or is anything you havent learned already. Also, why is it dom only? Every AT can play the way you suggested with some minor tweaks. Your guide should of pretty much been; " Play the game the way you want to. Have fun and try new things.", isnt this something we're taught in preschool(substituting the game for life)? In which case, as i do believe, the guide didn't really help the player through anything, or teach the player anything. Sure, you made some nice grammars, and actually used a period, but i just don't agree that the guide had a need to be written in the first place. Maybe its personal opinnion. -
Actually, its the 5th Reich. Like Hike, with a R, i believe.
-
Wokka, he might of ment that if you do attack, you will blow your cover (even though it is still on, and you get a (small?) defense bonus). Or he might not of... lol.
-
I like what NightSable said, and the original guide. I often use alliterations, like Captain Crisis. However, i seem to stick to a theme, i like the dark brooding hero & villains, so even though Captain Crisis is my potshot at a golden age healer-hero, he is illusion/emp controller, so i came up with an excuse to give him a dark costume, he gets his illusion powers from a demon, a la i now have a secondary demon costume for him. Or my lowbie tank, BlackTower. Dark bouncer -with newyork accent- look. I recommend if you can, use alliterations, or use words that describe the character. CaptainCrisis looks like a Captain(e.g. America) and Crisis defines what he does, he heals. Makes sense. And a demon inside him, well, that fits with Crisis too. BlackTower, tower fits with being a bouncer, black fits his costume and attitude/humor/speech.
Some examples;
Vicious Vendetta
Cinder Smash(in this case meter and Cin-Smash works)
Legion Legacy
Rage Raven
Rabid Knave (all about the theme in this case)
Fire Crow
JaggedTrust
BladeJaguar
---
Random Names really, but all fit in one way or another, and usually you'll find you can picture a hero/villain that would fit the name. That is how you know you have a good name-- when you can easily picture the hero/villain, and it sounds right.
Anyways. Good Guide./ -
[ QUOTE ]
By any chance when you made this Guide on TP Foe about the stalkers not taking it because it wasnt any good for them, did you think about fear? Id like to know what your thought is on TP Foe + Fear.
I only ask because I have a Stalker who has TP Foe, and about half the times, I catch a PvPer without BFs and it holds like a charm. (not to mention if they pop a BF, I simply TP out of dodge before they have a chance to swat me like a fly)
What is your take on that? Would you concider it usefull in that particular situation?
Also, I find it usefull in PvE as well, TP Foe + Fear works alot better in PvE IMO.
[/ QUOTE ]
Well, first off, its a PvE guide, not PvP(yes i know you added some pve bit at the end). What i cannot understand is, fear = runaway or a hold, ESPECIALLY for a stalker pve, any enemy you can TPFoe, you can also Placate>AS, and kill them in a second, so why fear? By the time they appear, youve AS and Placated before it can attk you. To me, adding fear in there seems like a waste, if you have time to TP, you have time to re-hide. -
I guess it depends on what slotting you have for Placate and AS. I was assuming base values, and no slotting, which means that it would be a waste (IMHO) to use Placate on a Tp'd. For the general stealthy stalker, you dont want to use Tpfoe because your hidden status is now gone, and any patrols will spot you. Thats alot more aggro then most can handle(EM/* prolly the exception). I alslo think that groups of critters when soloing are so tightly packed, that it is extremely rare to be able to AS one, and not aggro the others. However i do agree, if you've 3 slotted both AS and Placate, it is extremely reasonable to assume you can Hide->AS->Placate->AS, and if the opportunity arrises, TPFoe->Placate->AS. Its just not generally good throughout the game, especially because alot of Stalkers team, and when you
do you become the boss killer, defeating one of the many purposes of TpFoe. -
Ty guys, especially Memphis, I havent played any Khelds yet myself, so was unsure. Thanks for the addition Dreamkatcher, its true tping bombs into enemies is fun, but all too often there are not any bombs to be tping
. Currently i just rolled a AR/Kin Corr, and its fun tping a enemy, siphon power, siphon speed, buckshot, and off i go using my superspeed to get around >
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Another nice benefit of this system I have shared with you is that you are not forced to take a travel power at level 14. Some ATs get some great powers by 14 and require you to either put them off or accept some peer pressure. This will allow you get a normal travel power at your leisure if ever! Why if ever? Well, you now have the ability to grab an extra attack power rather than Fly or Super Jump as well. Remember, there is no XP in getting to a mission first, but, there is XP in how you use your attacks!
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Just an FYI, but you have actually used more slots, then would be necessary for some builds. For one of my alts, Thugs/DM MM, i am definatly getting the leadership pool, the fitness pool, and the teleportation pool. Now for concept reasons this would work perfectly. HOWEVER, by "forcing" me to get those powers at that level, i am effectivly booted out of getting my leadership powers there, forcing me to give more slotting to my gang and less to those powers you told me to give it to, ive now gimped myself. Ive got a enforcer, but no leadership, ive got a mini-travel, but no speed(or ive got a mini-travel, but crappy pets). For my build, as for many many MM's who are investing in power pools that help there pets (like the medicine pool, stealth pool, leadership pool) i highly recommend NOT doing this, and instead just getting a normal travel power. I find it hilarious that your saying how we were missing out on powers we could get at 14, but then by doing so we have to miss powers we could get 6-8, slots, possibly lvl 10, more slots... its just not good. It would be easier to get hasten> Super Speed, there thats 10, 14, no forced slots, and its uber speed goodness. I just don't see the point in forgoing so many slots and powers, just to get a pseudo travel 4 levels early.
PS; im getting TpFoe, its ubergoodness, so for me to just get teleport is easy enough, -
Heh, ty for the feedback and additions. Just for the record, 200 base range for TPFoe, with 3 SO Range's that improves to 315, thats an extra 115! Again, thanks for the feedback and the addons, and its good to know its not just me using this wonderful power >
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I've made a few of these Claws/* 1 was a regen, 1 DA, 1 SR.
I found that with the claws primary, life is sweet.
I can get away using Swipe, Strike Slash, as my main combo, it does quite good damage over the entire 1-50. I decided i would take Jump Kick for SJ for my SR for concept, and it turns out well using Strike, Slash, JK. Lol, it doesnt do much damage, but its up fast enough to actually string the combo along, and add to DPS. Anyways, Nice build > -
Pretty nice, i learned all this stuff a long time ago, in a land far, far away. But this will help alot of the newbies who are wondering why they were shunned, or who these people think they are fooling.
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INTRO
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Hello, my name is Skippy, well no its not. Its actually BlackCarnage, and I'm here today, kids, to talk about Teleport Foe, a power that can be obtained through the Teleport Power Pool, but is often left collecting dust. Yet Teleport Foe(TPFoe) is quite the gem, and so few realize its power. And thats where i come in, Mr. BlackCarnage is going to tell you kids just what its good for, and why next time u ding, go get that TPFoe!
FOREWORD
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First, lets dive deep into the situations where TPFoe is king.
I find doing any mishes on Relentless, or Ruthless, or any high difficulty or high spawn rate mish, I faceplant, or have trouble when its just me(in one of my many altforms) against a huge group of oranges-purples. Eek. Now wouldn't it be just oh so much more fun, if i could take away only a few of that group? Just enough that i still have a challenge, but not faceplant before the mish is over? What about that EB i really cant face with Lt's and Minions spraying my back? Well don't worry my sinister/heroic friend, TPFoe is here to save us all.
Just take away one of those babies, and now that group is nice and soft for you to go in and do the dirty(or have your minions do it).
SYNERGY
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Synergy. TPFoe works with almost any AT. Some it works better than others. Heres a list for those with ADD of what AT should grab it, gradually decending until the final AT shouldnt take it(more about that AT later).
<ul type="square">
Brute
Master Mind
Scrapper
Tank
Kheldians/Blaster/Corruptor/Defender
Dominator/Controller
Stalker[/list]
BRUTE
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Heres why. As a Brute, your all for the fury, mainly because your all for the damage. Lots of it. Don't you just hate those times when you must go into a big group of mobs dry(without fury)? I know i did, until i discovered the magic of TPFoe.
Heres our scenario for this AT, we've got ruthless on, which mean big spawns, +2-+3 above us. We enter mish, and there is our first group. We've got lets say 2 Lts, and 3 Minions. Not bad, pretty easy huh? but lets say another group is close by, and if you attack the first, you'll aggro 3 Lts, 2 Minions. Well, now the heats turned up, but you could still handle it pretty well right? Heres where TPFoe makes your life cake. You decide to pull out TPFoe and target a Minion(+2). He's suddenly right beside you, and you pull out brawl + (fastest recharge small damage power) combo. Guess what? by the time your finished that single Mob, youve lost little health, you've gained about(if not more) half a bar of fury. If you did it with a Lt. you'd be at 3/4's a bar. And guess what, now your nice and furious for those mobs you've just been wanting to get your hands of death on. You can now easily do more damage, and thus take them down fast and easy enough to lose little health, and drive on to the next group. Hurray Brute Likes Mr. TPFoe. Overall, for a Brute, TPFoe can help alot with EB's too, you get a fury bar going, then hit the EB, with less support from the surrounding mobs, he's going down. So what have we learned? Brute + TPFoe = Happy Brute, Dead EB, + Survivabilty, + Solo-ability.
MASTERMIND
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The easiest way to think of a Mastermind's use of TPFoe is to imagine if you with all of your 6(or up to 8) pets summoned take on one single foe. Well he is obviously going down in about .1 seconds time. This is especially good for forcing pets to melee, or to range. If you tp right in front of your ninjas, they cant pull the bowtrick, and have to melee. If you tp in front of you a ways, while your robots are behind you, its unlikely they will run in, instead of ranging. So its obviously a good AI combatant, and an excellent way to decrease the strength of a group(as covered under BRUTE).
SCRAPPER & TANK
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I grouped these to together, because they are close to the same for the use of TPFoe. However the Scrapper has less health, meaning it gets more +survivability and use out of TPFoe than a Tanker would. The idea for each of these two AT's to have TPFoe, is simple, you want to have enough of a dent in a group, to be able to breeze through it. For a tanker, TPFoe, and then attacking it, while your group is attacking the main, takes one more mob off the group, by the time its down(if TPFoe is slotted right) Tp is up again for you to grab another, usually it would be better to just go in there and get as much aggro as possible, but sometimes its not a good idea. You can also solo easier this way. Scrappers like to pick a target and kill it, whats a more effective way to claim something as yours to kill then teleporting it right beside you into a katana or claw? This also keeps Scraps alive longer, because they take damage from less mobs, so they only have to finish one(when soloing).
KHELDIANS/BLASTER/CORRUPTOR/DEFENDER
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These guys are all ranged, and so dragging mobs up infront of you isnt exactly great. The Blaster/Corruptor/Defender has a snipe/ranged attack to pull, so it doesnt really need this power either. It is still realistic, to tpfoe near you as a defender, into your group, so you can use your kinetics goodness easily on your group. Or to drag a running minion back into the fray as you lay on the debuffs of radiation.
DOMINATORS/CONTROLLERS
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I put these guys as the least useful of the AT's who should still use TPFoe, simply because i think that they can mass hold, over using tpfoe, and tpfoe isnt as useful to them because of that. What would you rather, TPFoe and hold them, or hold a huge group before going in? HOWEVER, if your soloing, this isnt bad to pick up at-all, it actually makes both AT's extremely able to solo, if at the slow rate of TpFoe's Recharge. Just tpfoe to you, hold, deal the damage, down it goes, tp another, until you can go up and deal with the 3 or so thats left for you to mop-up. These AT's should still get TpFoe for solo, and everyone will solo at some point.
STALKERS (ATTENTION!!!)
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STALKERS SHOULD NEVER GET TPFOE!!!
Good, i got your attention! All you Stalkers out there, while your busy hiding in the bushes, do not use TPFoe! You will loose your hide/critability, which makes you as useless as a scrapper without a primary. Sure, if you really had to you could get this, and just placate foe, then crit. So yes, if you really really really wanted to you could, and it would still have SOME very limited functionality. OR if your one of those uber 'im looking for a challenge' stalkers who don't hide, you can use it all you want.
TEAMS
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TPFoe is situational at best for Teaming.
Its still excellent for MM's and even Brutes, but not so much for the others. There still has been quite a few times when people thank me for the Tping, when we're up against a EB or AV, and need to get some of those mobs outta the way so we don't faceplant.
SOLOING
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I recommend ALL AT's (except Stalkers) get TpFoe if they plan on doing a small to extreme ammount of soloing, it is priceless. You increase your survivability by an extreme ammount. As mentioned many times, if you can take away mobs, dealing with them 1 at a time, you can deal with a group easier. GET THIS. Its Great. But....
FLAWS
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TPFoe does have some unwanted's. First, it has to hit, so you'll want some ACC slotting. Secondly it can very easily be resisted. A Orange LT and up, you cant TP(IIRC). Which means if you decide to group with level 50s, and your 44, dont expect to be tping anyone. It also has slow recharge. Not super slow though, if you take Sherk Silvers Character Builders Numbers, it has a 20 Recharge, which basically means, if your not a full fury Brute, or your not a MM, by the time your done killin one, you can go TP another, even MM's and brutes dont have to wait long(though for Brutes, it still might be too much time!). Another problem with the power, is it has a Power 10 (10% chance i think) of taunting critters around the target, within 20ft. However, thats only if it hits, if it misses, no critters are the wiser. TPFoe also has a 2 second interrupt time, its not much, but wouldnt reccomend using it in the heat of battle. It costs 15 End per use, which could be a hit for Brutes, but with fury, those mobs will go down faster, meaning less attacks, and less endurance needed.
TRAVEL POWER
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Some people just wouldnt take this power, because it would mean they would need another to get their travel power, but don't overlook Teleport. Teleport is the fastest travel power, the most endurance intensive, the most dangerous, and the easiest and the hardest at the same time. If you look in the Guide To Guides post, you can find Teleport Guides, giving you handy binds to make telporting more user friendly, and with such speed, its not slow, i reccomend 2 endredux 3 range if you can.
CLOSING
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Hopefully now more people will see the light that is TPFoe, and why they should definatly invest in the power. I am BlackCarnage saying; Welcome to the World of TPFoe, may you be addicted forever, and have fun too.
-This post has been totally made by BlackCarnage, no animals were harmed in the process, and only one can of coke was finished. If you disagree with anything mentioned in the above guide, please post, along with any (and especially wanted) feedback. -
I wanna know where all the prim weap power supports came from?
Simply put, you always have a better power in your secondary to take than any of the attacks.
Whether it be a powerpool, or not.
This allows you to do things like have assasult and tactics before 12, or a travel and a heal other etc.
I havent played far enough with a MM with a prim power to see just how much use it gets farther down the road, but as far as i can tell, the dmg output just isnt needed with 6 bots up etc.