Charnage

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  1. Ok..I will say..i get your point about the slowed down play. I salute your choice to do something different.

    I will only speak to what I know. I think that if you run this toon, you will have some fun and different tools on a stoner. You will have two ranged attacks, and a semi-decent PbAoe. All the things out of the claws set I would love to have on a stoner.

    I somehow got to make a claws/stone brute on test during a different beta and got the level bump to 50..you know I will never delete that one.

    When I make a stoner, I typically go the route of hasten and super speed as my travel power. I take rooted, but do not try to use it at all times. I try to build myself tough enough to not need it, epecially when in granite.

    Without IO sets, you may find yourself asking from help from a neighboorly buffer, but you should be fine. Taking all the Stone Armor powers, would be like having a fully stocked tool box. Are there different tools in other sets? Sure. But you have found one that works for you.

    Granite is good as a nice, panic button, if you don't wanna use it all the time, locked in its stoic form. Play it as situational. Give yourself your own 3 minute timer like all the other teir 9s, and know you have no worries of a crash at the end!? But, I know from testing it, that the hand waving of KM is epic with the rock hands of Tai Chi Granite Master!!

    Rooted helps you in any number of ways and saves you some trouble in the survivablity side of things. Paired with an active Earth's Embrace and you are groovy in many situations. But, again, try not to look at it as "MUST USE ALL THE TIME". The worst you will have happen is you hit Super Speed to zip along after one mob, and you have a few seconds to wait for it to be back up. Heck, you 5 slot it, 1 end redux, 3 heals and a recharge, and you should be doing ok. Would only blow if you got hit with a big slow, like the IR from Posi in the LRSF, and you were waiting for Rooted to recycle. But then, if you are on a LRSF, you shouldn't be moving far!

    In all, you have a great idea, and I would run with it. Maybe, take the safe route, and make your 2nd build along the lines of old school stoners, but use your first build as a what if, and see how it goes.

    Either way, the worst thing you will find, is you end up doing a respec tf, and switch things up. And as someone that made a Stone Tank before they got popular, it took a lot of tweaks to make it feel right.

    Talk about funny, try having whirlwind, jump kick, and any of the kinetic melee powers on a Granite with Rooted on...let me tell you...its at least good for a few WTF's!
  2. Ok..lets..for a moment consider two "facts", as it relates to DC and its mythos.

    1) Batman is considered the "greatest" detective. If you think about that, he would know enough to keep the evidence of any crime to a minimum.
    It would be like if Dr. Brennan, on the show Bones, where to commit a murder. She knows so much about how to figure out who commited murder, that she would be able to do so and leave no evidence.

    2) Batman is considered the 2nd best escape artist in the entire DC universe. Mr Miracle, being the only one better, and I think he is a god.
    Good luck holding Bats in any cell or prison. Besides, he is one of the Big Three. He may find himself in legal trouble, but, just like his "death"...its all retcon-able.

    Also, it is all make believe!
  3. Charnage

    Which one?

    Well..sometimes..Ela...just feels like it does well against specific enemy types.. Like Rikti. But, the claws while fun..seem to do less damage to them...I have a Claws/Ela 50. It is fun..you have lots of tools and feels unstoppable..untill..it gets stopped. I will take a bet that Billz will say go Claws/SR...and I would too...it just feels right for most of the way up to 50..if the lack of heal and end recovery make me cringe..

    Just my thoughts, random and silly as they are.!
  4. I am coming from a perspective of the new changes to SD in regards to Shield Charge. And the inherent difference in damage potential between scrappers and brutes that will soon hit us all. Maybe, a brute is not what you want for an evil brother..maybe do the same build you have as a scrapper, but change the evil twins' alignment completely. You would know the build, and be able to play to its strengths.

    Another way to go..might be to invert the power selection. You have an electric melee, matched with a defense strong, Knock down powered Armor...maybe go SS/Electric Armor...to really go hog wild with that idea. The scrappers electric damage wouldn't dent the brute that much, and the brutes Smashing would be countered by the high def...as a theme...i would like that...but..hey...that's my opinion.
  5. Charnage

    Brute Maturity

    I have to wonder exactly what you would consider a mature toon, before I can give any kind of reasonable response. But without it I will say a few things.

    I have 3 SS/WP brutes, not just because I like the set, but I built each to do different things. Never mind, all the other attacks except energy and fire, pair with /WP as well.

    My goal with one, was to be able to handle most TF's but especially the ITF and RSF.

    Recently the group I tend to run with, let me be main taunt bot for both. And I did not seem to have that many issues. But then I was backed up by quality peeps that knew what to do and how to make my job easy.

    So..I would call that build mature.

    As I leveled that one up, I remember being happy with 0 x 5 settings, until I had Footstomp fully slotted and then upping things to +2 x 6.

    But I am found the best time to be a SS/WP was after getting and slotting Darkest Night. That single power seems to help take the set over the top in the kinds of things it can pull off.

    What I noticed is that much of the time, Rage is helpful, but really, Fury helps more. I would rather build that up and leverage its force multiplier until I was going up against hard to hit bosses or those annoying hard to hit at times Rikti Drones.

    I got used to that play style and it served me well. Good luck.
  6. Charnage

    Lets go!!

    um..if you want new shiney..KM..if you want usefull and hard hitting..and slightly fun...BA...and besides a end hog issue between BA and SR...you could make it work once you get into the Epic pools..especially with a brute..
  7. Ok here it goes....

    Can we try and match animations to the type of costume pieces available.

    Example: I roll up a Rad Blast/ Energy Melee Blaster . My look is a cyborg. With bionic right eye, right arm and both legs.

    What I would like to see in the options for power animations are that my blasts can come from just my right eye, and my melee attacks and aoe's imminate from my right arm.
    This is all a character concept that is not to far fetched.

    Lets see what this might mean.

    Rad Blast:

    Neutrino Bolt, Xray beam, Cosmic Burst, and Proton Volley, being the single target powers of the set, would be understandable coming out of a single eye. Size of bolt or energy ball may need a tweak so as to "fit" the opening to be fired from.

    Aoe powers would be a bit more difficult to manage..but would be like hurl's animation while using Shield Defense..you get the one handed version.

    Thinking about this, I guess it would work for almost every blast set. I am reminded of the costume options for Aura, then Combat Aura, where you can have light coming out of both eyes, right eye, or left eye.

    But as the costume options allow, I see One robotic arm, dual arms, and a third full arm option. The Reticle, Monocle are all right side only.
    And the goggle options are legion, so no worries there.

    In the end my suggestion for changes would be immination points for the blasts to be right eye, both eyes, right arm, left arm, both arms, as well as a selection of "firing" size. Maybe I want proton volleys balls of energy to be original size and coming from my right eye. And a way to make melee options single arm or dual arm.

    Ok..this sounds like a lot of work...but..does anyone have issues with this idea as a general starting point?
  8. Happy birthday silly lady....
  9. Ok..so..my take on the EU and the movies...

    If the story is cool, or just meh, it gets me thinking what if!

    I like the dark horse comics where they do a what if on the first three movies. Loved them. The old..old comics from marvel I believe, were goofy and cool.

    BUt I have a question for the die hard canon peeps...should I bring up the two or three Ewok movies? Seriously? with the mustache guy from Cocoon as the grandpa? Didn't the big G make those? Where the heck do they fit in?

    Vader did bring balance to the force..Two good..Two bad. But that's the thing you see through the 6 movies. You chose the path you follow.

    My take on Vader and the Emperor...they had incredible powers to push people to do as they wanted. Obi-wan did in a few times, but at a very low level. Vader seemed like he wished for Padme to love him so hard, so powerfully, she did. The Emperor held so much of the universe under his sway, that when he died...I could see how that would free all those planets from a sense of oppression, and they all spontaneously dance and party.

    Personally...I still have the old 35 record of the song at the end of Jedi. With the only party being in the Ewok villiage. That is the way I remember the movies. The original version.

    I think George should have left well enough alone.. Imagine if Michelangelo had decided..after all that time doing the Sistine Chapel..to throw white paint everywhere and start over...

    The movies are flawed. The EU is flawed. The only thing that really matters, is if you, while watching, reading, or playing have any enjoyment from it.
  10. Oh..with all the peeps with multiple accounts..how hard could this be?
  11. Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Flight
    Villain Profile:

    Level 1: Strike
    • (A) HamiO:Nucleolus Exposure
    Level 1: Resist Physical Damage
    • (A) Resist Damage IO
    • (15) Resist Damage IO
    Level 2: Temp Invulnerability
    • (A) Impervium Armor - Resistance/Endurance
    • (3) Reactive Armor - Resistance/Endurance
    • (3) Aegis - Resistance/Endurance
    • (5) Titanium Coating - Resistance/Endurance
    Level 4: Dull Pain
    • (A) Miracle - Heal/Endurance/Recharge
    • (5) Harmonized Healing - Heal/Endurance/Recharge
    • (13) Numina's Convalescence - Heal/Endurance/Recharge
    • (13) Doctored Wounds - Heal/Endurance/Recharge
    • (15) Numina's Convalescence - Heal/Recharge
    • (36) Miracle - Heal/Recharge
    Level 6: Spin
    • (A) Multi Strike - Accuracy/Damage/Endurance
    • (7) Multi Strike - Damage/Endurance/Recharge
    • (7) Scirocco's Dervish - Accuracy/Recharge
    • (11) Multi Strike - Accuracy/Endurance
    • (11) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 8: Follow Up
    • (A) Crushing Impact - Accuracy/Damage/Endurance
    • (9) Crushing Impact - Damage/Endurance/Recharge
    • (9) Touch of Death - Accuracy/Damage/Endurance
    • (46) Touch of Death - Damage/Endurance/Recharge
    • (46) Mako's Bite - Accuracy/Endurance/Recharge
    • (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 10: Resist Elements
    • (A) Resist Damage IO
    • (37) Resist Damage IO
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (43) Luck of the Gambler - Defense
    • (43) Luck of the Gambler - Defense/Endurance
    Level 14: Super Jump
    • (A) Jumping IO
    Level 16: Unyielding
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (17) Steadfast Protection - Resistance/Endurance
    • (17) Impervium Armor - Resistance/Endurance
    • (19) Impervium Armor - Resistance/Endurance/Recharge
    • (19) Impervium Armor - Resistance/Recharge
    • (40) Impervium Armor - Endurance/Recharge
    Level 18: Hurdle
    • (A) Jumping IO
    Level 20: Health
    • (A) Miracle - +Recovery
    • (21) Miracle - Heal
    • (21) Numina's Convalescence - Heal
    • (25) Numina's Convalescence - +Regeneration/+Recovery
    • (37) Miracle - Heal/Endurance
    Level 22: Stamina
    • (A) Performance Shifter - Chance for +End
    • (23) Performance Shifter - EndMod
    • (23) Performance Shifter - EndMod/Accuracy
    • (25) Performance Shifter - EndMod/Recharge
    Level 24: Resist Energies
    • (A) Impervium Armor - Resistance
    • (39) Impervium Armor - Resistance/Endurance
    Level 26: Focus
    • (A) Decimation - Accuracy/Damage/Recharge
    • (27) Decimation - Accuracy/Damage
    • (27) Decimation - Damage/Endurance
    • (29) Decimation - Damage/Recharge
    • (29) Decimation - Accuracy/Endurance/Recharge
    • (43) Entropic Chaos - Chance of Heal Self
    Level 28: Invincibility
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense/Endurance
    • (31) Gift of the Ancients - Run Speed +7.5%
    • (31) Gift of the Ancients - Defense/Endurance
    • (33) Gift of the Ancients - Defense/Endurance/Recharge
    • (40) Gift of the Ancients - Endurance/Recharge
    Level 30: Boxing
    • (A) Touch of Death - Chance of Damage(Negative)
    Level 32: Shockwave
    • (A) Positron's Blast - Accuracy/Damage/Endurance
    • (33) Positron's Blast - Accuracy/Damage
    • (33) Detonation - Accuracy/Damage/Endurance
    • (34) Detonation - Damage/Range
    • (34) Detonation - Damage/Endurance/Range
    • (34) Force Feedback - Chance for +Recharge
    Level 35: Tough Hide
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense/Endurance
    • (36) Luck of the Gambler - Defense/Endurance/Recharge
    • (40) Luck of the Gambler - Defense
    Level 38: Unstoppable
    • (A) Titanium Coating - Resistance/Recharge
    • (39) Titanium Coating - Resistance/Endurance/Recharge
    • (39) Titanium Coating - Resistance/Endurance
    Level 41: Tough
    • (A) Impervium Armor - Resistance/Endurance/Recharge
    • (42) Impervium Armor - Endurance/Recharge
    • (42) Impervium Armor - Resistance/Recharge
    • (42) Impervium Armor - Resistance/Endurance
    Level 44: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense/Endurance
    • (45) Gift of the Ancients - Defense/Endurance
    • (45) Red Fortune - Defense/Endurance
    Level 47: Slash
    • (A) Touch of Death - Chance of Damage(Negative)
    • (48) Crushing Impact - Accuracy/Damage
    • (48) Touch of Death - Accuracy/Damage
    • (48) Crushing Impact - Damage/Recharge
    Level 49: Hover
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
    ------------

    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    ------------

    Set Bonus Totals:
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 4.56% Defense(Fire)
    • 4.56% Defense(Cold)
    • 4.56% Defense(Energy)
    • 4.56% Defense(Negative)
    • 6.75% Defense(Psionic)
    • 3% Defense(Melee)
    • 6.13% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 8.55% Max End
    • 43.8% Enhancement(RechargeTime)
    • 9% Enhancement(Accuracy)
    • 5% FlySpeed
    • 129.3 HP (8.63%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 16%
    • MezResist(Sleep) 5.5%
    • MezResist(Stun) 2.2%
    • 16% (0.27 End/sec) Recovery
    • 64% (4.01 HP/sec) Regeneration
    • 3.45% Resistance(Fire)
    • 0.95% Resistance(Cold)
    • 1.88% Resistance(Energy)
    • 12.5% RunSpeed
    ------------
    Set Bonuses:
    Miracle

    (Dull Pain)
    • 2.5% (0.04 End/sec) Recovery
    Numina's Convalescence

    (Dull Pain)
    • 12% (0.75 HP/sec) Regeneration
    Multi Strike

    (Spin)
    • MezResist(Sleep) 1.65%
    • 0.95% Resistance(Fire,Cold)
    Obliteration

    (Spin)
    • MezResist(Stun) 2.2%
    Crushing Impact

    (Follow Up)
    • MezResist(Immobilize) 2.2%
    Touch of Death

    (Follow Up)
    • MezResist(Immobilize) 2.75%
    Mako's Bite

    (Follow Up)
    • MezResist(Immobilize) 3.3%
    Luck of the Gambler

    (Combat Jumping)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection

    (Unyielding)
    • 1.5% (0.03 End/sec) Recovery
    • 3% Defense(All)
    Impervium Armor

    (Unyielding)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    • 2.25% Max End
    Miracle

    (Health)
    • 2.5% (0.04 End/sec) Recovery
    • 28.1 HP (1.88%) HitPoints
    Numina's Convalescence

    (Health)
    • 12% (0.75 HP/sec) Regeneration
    Performance Shifter

    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    Impervium Armor

    (Resist Energies)
    • 2.5% (0.04 End/sec) Recovery
    Decimation

    (Focus)
    • MezResist(Immobilize) 2.75%
    • 16.9 HP (1.13%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler

    (Invincibility)
    • 10% (0.63 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients

    (Invincibility)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Resistance(Fire)
    • 1.8% Max End
    • 7.5% RunSpeed
    Positron's Blast

    (Shockwave)
    • 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
    Detonation

    (Shockwave)
    • MezResist(Sleep) 1.65%
    • 1.88% Resistance(Energy)
    Luck of the Gambler

    (Tough Hide)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Titanium Coating

    (Unstoppable)
    • MezResist(Sleep) 2.2%
    • 22.5 HP (1.5%) HitPoints
    Impervium Armor

    (Tough)
    • 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
    • 1.88% Defense(Psionic)
    • 2.25% Max End
    Luck of the Gambler

    (Weave)
    • 10% (0.63 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Touch of Death

    (Slash)
    • MezResist(Immobilize) 2.75%
    Crushing Impact

    (Slash)
    • MezResist(Immobilize) 2.2%
    Luck of the Gambler

    (Hover)
    • 7.5% Enhancement(RechargeTime)
    Blessing of the Zephyr

    (Hover)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • Knockback Protection (Mag -4)
    Code:
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    See if this one works in some way NP
  12. This is a possible build with these thoughts behind it. Invul, prior to IO's, which is my experience with it, as it was my first brute when CoV went live, is an end hog. It feels like its sucking down beers quicker than a frat boy at a kegger! I did frankenslots to get what I feel is the best bang for the buck. Besides the LotG's, the Numina's and Miracle rares, which I seem to get a lot of from pre nerf AE rolls, so in all it might be a cheapish build. The numbers are not that impressive, but I feel it may be fun regardless. I went with Hover for the extra spot for LotG, and a way to do a Hami raid that wouldn't tick me off.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Flight
    Villain Profile:

    Level 1: Strike
    • (A) Crushing Impact - Accuracy/Damage/Endurance
    • (46) Crushing Impact - Accuracy/Damage/Recharge
    Level 1: Resist Physical Damage
    • (A) Impervium Armor - Resistance
    • (40) Impervium Armor - Resistance/Endurance
    Level 2: Temp Invulnerability
    • (A) Impervium Armor - Resistance/Endurance
    • (3) Impervium Armor - Resistance/Endurance/Recharge
    • (3) Impervium Armor - Resistance/Recharge
    • (11) Impervium Armor - Endurance/Recharge
    Level 4: Dull Pain
    • (A) Miracle - Heal/Endurance/Recharge
    • (5) Harmonized Healing - Heal/Endurance/Recharge
    • (5) Numina's Convalescence - Heal/Endurance/Recharge
    • (11) Miracle - Heal/Recharge
    • (13) Numina's Convalescence - Heal/Recharge
    • (25) Harmonized Healing - Endurance
    Level 6: Spin
    • (A) Multi Strike - Accuracy/Damage/Endurance
    • (7) Multi Strike - Damage/Endurance/Recharge
    • (7) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (13) Obliteration - Accuracy/Damage/Recharge
    • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (25) Obliteration - Accuracy/Recharge
    Level 8: Follow Up
    • (A) Crushing Impact - Accuracy/Damage/Endurance
    • (9) Crushing Impact - Accuracy/Damage/Recharge
    • (9) Crushing Impact - Damage/Endurance/Recharge
    • (15) Mako's Bite - Accuracy/Endurance/Recharge
    • (19) Touch of Death - Damage/Endurance/Recharge
    • (37) Touch of Death - Accuracy/Damage/Endurance
    Level 10: Resist Elements
    • (A) Impervium Armor - Resistance
    • (40) Impervium Armor - Resistance/Endurance
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (37) Gift of the Ancients - Run Speed +7.5%
    • (37) Gift of the Ancients - Defense
    Level 14: Super Jump
    • (A) Jumping IO
    Level 16: Unyielding
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (17) Steadfast Protection - Resistance/Endurance
    • (17) Impervium Armor - Resistance/Endurance
    • (19) Impervium Armor - Resistance/Endurance/Recharge
    • (46) Impervium Armor - Endurance/Recharge
    • (46) Impervium Armor - Resistance/Recharge
    Level 18: Hurdle
    • (A) Jumping IO
    Level 20: Health
    • (A) Miracle - +Recovery
    • (21) Miracle - Heal
    • (21) Numina's Convalescence - +Regeneration/+Recovery
    • (43) Numina's Convalescence - Heal
    Level 22: Stamina
    • (A) Performance Shifter - Chance for +End
    • (23) Performance Shifter - EndMod/Accuracy
    • (23) Performance Shifter - EndMod
    • (34) Performance Shifter - EndMod/Recharge
    Level 24: Resist Energies
    • (A) Impervium Armor - Resistance
    • (40) Impervium Armor - Resistance/Endurance
    Level 26: Focus
    • (A) Entropic Chaos - Chance of Heal Self
    • (27) Entropic Chaos - Accuracy/Damage
    • (27) Entropic Chaos - Damage/Endurance
    • (31) Entropic Chaos - Damage/Recharge
    • (31) Entropic Chaos - Damage/Endurance/Recharge
    • (36) Decimation - Accuracy/Endurance/Recharge
    Level 28: Invincibility
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Luck of the Gambler - Defense/Endurance
    • (29) Gift of the Ancients - Run Speed +7.5%
    • (31) Gift of the Ancients - Defense/Endurance
    • (43) Gift of the Ancients - Defense/Endurance/Recharge
    • (43) Gift of the Ancients - Endurance/Recharge
    Level 30: Boxing
    • (A) Touch of Death - Chance of Damage(Negative)
    Level 32: Shockwave
    • (A) Positron's Blast - Accuracy/Damage/Endurance
    • (33) Positron's Blast - Accuracy/Damage
    • (33) Detonation - Accuracy/Damage/Endurance
    • (33) Detonation - Damage/Endurance/Range
    • (34) Force Feedback - Chance for +Recharge
    • (34) Perfect Zinger - Accuracy/Recharge
    Level 35: Tough Hide
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Defense/Endurance
    • (39) Luck of the Gambler - Defense/Recharge
    Level 38: Unstoppable
    • (A) Impervium Armor - Resistance/Endurance/Recharge
    • (39) Impervium Armor - Resistance/Endurance
    • (39) Impervium Armor - Resistance/Recharge
    Level 41: Tough
    • (A) Impervium Armor - Resistance/Endurance
    • (42) Impervium Armor - Resistance/Endurance/Recharge
    • (42) Impervium Armor - Resistance/Recharge
    • (42) Impervium Armor - Endurance/Recharge
    Level 44: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense/Endurance
    • (45) Gift of the Ancients - Defense/Endurance
    • (45) Red Fortune - Defense/Endurance
    Level 47: Hover
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (48) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 49: Slash
    • (A) Shield Breaker - Accuracy/Endurance/Recharge
    • (50) Shield Breaker - Defense Debuff/Endurance/Recharge
    • (50) Shield Breaker - Accuracy/Defense Debuff
    • (50) Shield Breaker - Accuracy/Recharge
    ------------

    Level 1: Brawl
    • (A) Touch of Death - Chance of Damage(Negative)
    Level 1: Sprint
    • (A) Endurance Reduction IO
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
  13. Ok. Let me see if I can dust off my mind and come up with a few good ideas.

    You seem hell bent on trying a SS/Fire. Good, its a fun set. It is also a set that can need careful attention. Before IO's there was really only one or two ways to build a /Fire. You had to have knockback protection, and at that time, you could build towards acrobatics, or you took hover. Most went with acrobatics, and in a tight build already, most were stuck with just Super Jump as their travel power. Hasten was needed to get the recharge up, so that Healing Flames and Consume were back up when you needed them the most.

    Now, with IO's, it seems like you have a wealth of possiblities.

    You want to build towards a farm build? Great I would suggest building as much fire resists and seting up an AE mission with game supplied baddies that all use fire in their attacks. To do this you make sure to take Temperature Protection. Before IO's I would have skipped this power to make room for more fun stuff. Now, I can stuff a -kb IO in that power, and almost have enough yummy for my survival.

    You want more, get Blessing of the Zephyr -kb piece, and the rest of the set and stick that into Combat Jumping, or Super Speed, or any way you want.

    Or get the -kb from one of the Resist Sets and stick that into the 3 choices you have for Damage Resistance.

    The 2nd idea is more of a question. Do you have any vet attack powers? If you do, or have access to them as an option, I would say, pick up Sands of Mu, and the Ranged attacks. My usual tactic is to use Sands of Mu as my next attack after Rage crashes.

    I find, that I "feel" like I am still doing damage, as it hits most of the time, and that the activation time of that power, eats into the 10 second grace period of the rage crash. If I have a few more seconds till my attacks are back to normal, I smack the bosses or annoying mob type with the remaining vet attacks I have. This is also the time I would look to hit Healing Flames as well as Consume. Again eating into the grace period, and is usually when I need one or both.

    The pace of running a good SS/Fire is nearly as constant as healling a party of 7 scrappers and blasters with a death wish, using a Empathy Defender. Meaning, the use and timing of powers will keep you busy!

    On my 2nd SS/Fire, that I made and built for AE farming, specifically the map with the round room at the end and the nearly endless ambushes. I tried an experiment. I took Handclap, added in procs for damage, and the force feedback proc for recharge. You know, it made me giggle the first time a killed a group of left over mobs with a power that shouldn't do damage!

    I run with a fella that uses his SS/Fire on the LGTF, ITF, and RSF. He built him to last and does rather well. Personally. After years of playing my own SS/Fire and having moved onto various other builds, I still find it fun, though in some ways a let down. But, then, I run mine with almost all SO's and the old stand-by of acrobatics!

    My list of 50 Brutes, in no particular order and why..kinda

    Nrg/Invul....First brute, when CoV was first let loose. Love him and hate him, more so with the changes to Nrg!

    SS/Fire..fond memories of all my friends' Fire/SS tanks, but with yummy fury. But something seemed to happen between using SO's and getting IO's and global specials. Suddenly, he is not as tough at before, kinda ticked me off.

    DB/WP..made when both sets first came out. Still love the fun of making attack chains that had something to show for it, and grew to love the endless endurance. Really appreciate it after the low blue bar being the kryptonite of the /invulnerable brute

    SS/WP...combined the great AoE, with the statis protection that makes me happy. PvP with a SS/Fire before the changes was always fun, in Sirens' particularly, but fear effects are your downfall. /WP fixes that, and the extra endurance, makes for non stop farming! This combo on my 2nd account was why my 1st account now has 34 50s. I kinda use it a lot!!

    Axe/WP..Just wanted to use some of the cool weapon skins, and I built this one to never have to redraw his weapon!..kinda fun, if a little squishy!

    Stone/Wp..just something to level...like it, but not a lot of time with it!

    Elec/Stone...runs if a bit long in the tooth for my tastes, unless you have a /kin to boost you

    SS/Stone...copy in reverse of my first Tank...more for theme. I get cranky with it for the simply reason...when the STF first got birthed, most of my friends list wanted me to be the stoner...never let me be anything else...i cried myself to sleep..now..this one is just my red-headed step child.

    Elec/SD...hate it, feels squishy

    SS/SD...spec'd it out different, like it a lot more.

    Fire/Fire..did it to just to do it, not a fan, no way to knockdown, away or stun, me no wants it...not my precious.

    Claws/Ela, new favorite toon. Made it for a Superteam of all claws, so much fun its sick!

    Elm/Ela..more fun than a barrel of monkies.

    Stone/Ela, if i build this one for force feedback proc, I would be a stupidly happy man...

    SS/SR. Just for fun and not to bad. Makes me miss my /WP when I play it and run out of endurance.

    On test I have a 50 claws/stone. Let me tell you. It is just sick fun to have those two sets together. Almosts makes me want to make test my new home server.

    I had an Energy Stalker that I killed for being to pretty. So I have never made a brute with EA. Dark Armor I had on a scrapper, and it just never drew me in, so I have no desire to make a brute.

    I could keep going on and on, but my dog is looking at me, saying.."I have been waiting to pee for way to long"..And "lets see if you like it if I bhump your leg for this long!"..so...imma go. Good luck and let us know how it goes.
  14. Quote:
    Originally Posted by Futurias View Post
    Yeah! Lucky for that smiley, boyo!

    I'm talking about dealing with things that are going to make your switching sides a hassle and you want to add hassle!

    But sir, I do mean the bit about at least having a new kind of currancy to go along with the new world. Have that Praetorian Dollar be equal to and usable by anyone. If a kiosk could be placed somewhere that would make sense...in a interdimensional way, then Oroboros or the Danceclub would be a good spot.

    I just thought that would be able to solve the overall problem. The biggest hurdle I could see would be to have people that are storing money on the BM or WW's to be able to get those funds off and traded for a new global currancy without breaking something in the game code.

    The smiley was for tieing in the exchange rate to some kind of in game event.

    How would a third currancy, one that "trumps" the other two, and allows for universal purchasing of goods on the markets a bad thing? If it would be possible. You could in theory hold 2 billion in influence, infamy, and "Praetorian Dollars" making your total worth approximately 6 billion.

    Anyone think that would be a workable solution?
  15. What would be interesting if the market was changed to only use a Praetorian Currancy only. One that wasn't infamy or influence. There would be a money changer kiosk at wentworths or the blackmarket so you could exchange for the "global" currancy. An interesting idea would be to tie it into the happenings in RV. If the villians have control, infamy gets a better exchange rate than influence does. Just to make the markets...more painful and life-like than they are now.....

  16. A SS/WP brute should end up being a strong build if you follow a few tips.

    Any "shield" you have, which for my current build includes the following

    Mind over Body
    Rise to the Challenge
    Heightened Senses
    Tough
    Weave
    High Pain Threshold
    Fast Healing
    Health
    Quick Recovery
    and Stamina
    I am missing another shield but my brain is having trouble remembering which one.

    I know this is more than just typical resistance/defense shields, but the point I am making is that all of these powers are 4 slotted, at a minimum.

    I normally slot both Quick Recovery and Stamina with the End Mod proc that recovers end. Double up the Fast Healing and Health with Numina's Healing, and Heal/Whatever else, with Two slots of Miracle's. I find the first set bonus from each to be useful. As well as fairly cheap. If and when you can get the Numina's and Miracle specials. It helps over all as well. I typically 5 slot Rise to the Challenge with Doctor's Wounds for the +recharge, and put the Regenitative Tissues Proc into High Pain Threshold.

    The Defensive shields I try to save for LotGs. With the two from the WP, Weave, and CJ, that gives places for 4 out of the 5 possible for + Recharge.

    The Resistance shields are where you can spice to flavor in my opinion.

    My pool powers for my build are fighting, fitness, jumping, and speed.
    If I ever get enough purple sets to make me perma Hasten without taking hasten at all, I would replace speed with Leadership so as to get the 5th defensive spot for another +recharge LotG.

    The other piece of advice for you to be "tougher" would be to get as many of the accolades that buff your hp and end totals as you can get.

    As for attack powers. My picks are to try and maximize the different ways you could slot purples. I like to get one melee attack power, pbaoe, ranged attack, immob, and targeted aoe. This means taking Patron powers, which again is up to you.

    Some of this makes for a less than perfect build. But, I have done pve, pvp, farms, and tf's using the basics for the secondary and building my attacks around what powers and slots I have left. It feels effective to me and gives me a fun toon to run with.
  17. I am having trouble with remembering the name to a FPS from the 90s. But it had Dog mode, and my favorite Shroom's mode.

    I would also like Metal Gear Solid style unlocks that would make doing the game again worth while. Like an special suit that attracts more enemies to you than the game normally allows, or long term phasing, or just about anything that would make doing the same tasks more enjoyable.
  18. Tired: You just have to find your center...be the calm before the storm....normally takes a few days from a new issue till the tokens. It will all be ok....Soon(tm)
  19. To Severe: Having tried the claws and "new" electric, as well as /stone for the lol of a jumping granite with moonboots, I can tell you that pretty much any of the secondary options would work well with claws.

    /WP will be a good bet. Nothing but gravy the whole way to 50.

    /Dark, /Fire, /Electric...will be fun.

    /Stone, /Sr...might be interesting..

    Only secondary I might shy away from is /Energy, but then, that is just me. It is pretty.

    Guess I would say, depends on what you want to do with your Claws!
  20. I have been a granite lover since before its current appearance. From the old days, when I walked to school both ways, in the snow, barefoot. Back when you really looked like a poo monster.

    I would not want to change the look. Seeing the current model, with Rooted on, do Eviserate is cool to me.

    For most of the people that say that the final armor leaves you with little in the way of looking unique: I would say, wait till after i16 hits. The numerous color options that can be applied to Rooted and Mudpots, does afford a unique look while in Granite.

    Is it a perfect solution, no.
    Would I like to see something new, sure.
    I would prefer we use any of the DE models for the various looks.

    Or, if by changing the Armor completely, we could allow other travel options besides TP, then I would be in favor of it.

    I just would not like to lose the flavor of the stomping giant.
  21. Just have to say that the best defense is when the critters are all limp and burnt at your feet. It helps if you have an immob to hold them from running away in a panic.
  22. And when we become City of Wolf Spiders...or COWS...then Blizzard finally wins by forcing us to play the hidden cow level..over..and over...and over...Again....

    WoW....
  23. Anytime there is a new issue on the way, and they begin testing it, there is lag for the live servers.

    Every issue, the lead up to the next issue where the live version is say issue 14, and the test issue is 15, it seems that the lag goes up.

    Could be coincedence, but as it has been going on since launch of the game, I have to wonder if its a Nemesis plot.
  24. Some of us have to farm to get better at being villianous....

    Some of us have few people skills,
    Get kicked from teams for being rude (ie...east coast sense of humor)
    And just want to play the game, so we are "forced" to don our overalls and farm ourselves, alone, or with the other "unwanted" players.

    Don't worry, we won't bother you, just...sniff..sniff...stop bothering us!
  25. Lol..you make a backstory about being such a good bad guy you got caught and stuck in jail.

    Personally, I would rather be someone that was smart or savvy enough to stay out of jail, and continue to be evil.

    That's just me, and by the by, if you have a 50 and not enough money to give to yourself as a new lowbie, hmmm. I get if its a RP thing. But even a new warrior in D&D can have a rich uncle...just saying.